mesa: Store gl_shader_stage enum in gl_shader objects.
[mesa.git] / src / mesa / main / mtypes.h
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file mtypes.h
28 * Main Mesa data structures.
29 *
30 * Please try to mark derived values with a leading underscore ('_').
31 */
32
33 #ifndef MTYPES_H
34 #define MTYPES_H
35
36
37 #include <stdint.h> /* uint32_t */
38 #include <stdbool.h>
39
40 #include "main/glheader.h"
41 #include "main/config.h"
42 #include "glapi/glapi.h"
43 #include "math/m_matrix.h" /* GLmatrix */
44 #include "main/simple_list.h" /* struct simple_node */
45 #include "main/formats.h" /* MESA_FORMAT_COUNT */
46
47
48 #ifdef __cplusplus
49 extern "C" {
50 #endif
51
52
53 /**
54 * \name 64-bit extension of GLbitfield.
55 */
56 /*@{*/
57 typedef GLuint64 GLbitfield64;
58
59 /** Set a single bit */
60 #define BITFIELD64_BIT(b) ((GLbitfield64)1 << (b))
61 /** Set all bits up to excluding bit b */
62 #define BITFIELD64_MASK(b) \
63 ((b) == 64 ? (~(GLbitfield64)0) : BITFIELD64_BIT(b) - 1)
64 /** Set count bits starting from bit b */
65 #define BITFIELD64_RANGE(b, count) \
66 (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
67
68
69 /**
70 * \name Some forward type declarations
71 */
72 /*@{*/
73 struct _mesa_HashTable;
74 struct gl_attrib_node;
75 struct gl_list_extensions;
76 struct gl_meta_state;
77 struct gl_program_cache;
78 struct gl_texture_object;
79 struct gl_context;
80 struct st_context;
81 struct gl_uniform_storage;
82 struct prog_instruction;
83 struct gl_program_parameter_list;
84 struct set;
85 struct set_entry;
86 struct vbo_context;
87 /*@}*/
88
89
90 /** Extra draw modes beyond GL_POINTS, GL_TRIANGLE_FAN, etc */
91 #define PRIM_MAX GL_TRIANGLE_STRIP_ADJACENCY
92 #define PRIM_OUTSIDE_BEGIN_END (PRIM_MAX + 1)
93 #define PRIM_UNKNOWN (PRIM_MAX + 2)
94
95
96
97 /**
98 * Indexes for vertex program attributes.
99 * GL_NV_vertex_program aliases generic attributes over the conventional
100 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
101 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
102 * generic attributes are distinct/separate).
103 */
104 typedef enum
105 {
106 VERT_ATTRIB_POS = 0,
107 VERT_ATTRIB_WEIGHT = 1,
108 VERT_ATTRIB_NORMAL = 2,
109 VERT_ATTRIB_COLOR0 = 3,
110 VERT_ATTRIB_COLOR1 = 4,
111 VERT_ATTRIB_FOG = 5,
112 VERT_ATTRIB_COLOR_INDEX = 6,
113 VERT_ATTRIB_EDGEFLAG = 7,
114 VERT_ATTRIB_TEX0 = 8,
115 VERT_ATTRIB_TEX1 = 9,
116 VERT_ATTRIB_TEX2 = 10,
117 VERT_ATTRIB_TEX3 = 11,
118 VERT_ATTRIB_TEX4 = 12,
119 VERT_ATTRIB_TEX5 = 13,
120 VERT_ATTRIB_TEX6 = 14,
121 VERT_ATTRIB_TEX7 = 15,
122 VERT_ATTRIB_POINT_SIZE = 16,
123 VERT_ATTRIB_GENERIC0 = 17,
124 VERT_ATTRIB_GENERIC1 = 18,
125 VERT_ATTRIB_GENERIC2 = 19,
126 VERT_ATTRIB_GENERIC3 = 20,
127 VERT_ATTRIB_GENERIC4 = 21,
128 VERT_ATTRIB_GENERIC5 = 22,
129 VERT_ATTRIB_GENERIC6 = 23,
130 VERT_ATTRIB_GENERIC7 = 24,
131 VERT_ATTRIB_GENERIC8 = 25,
132 VERT_ATTRIB_GENERIC9 = 26,
133 VERT_ATTRIB_GENERIC10 = 27,
134 VERT_ATTRIB_GENERIC11 = 28,
135 VERT_ATTRIB_GENERIC12 = 29,
136 VERT_ATTRIB_GENERIC13 = 30,
137 VERT_ATTRIB_GENERIC14 = 31,
138 VERT_ATTRIB_GENERIC15 = 32,
139 VERT_ATTRIB_MAX = 33
140 } gl_vert_attrib;
141
142 /**
143 * Symbolic constats to help iterating over
144 * specific blocks of vertex attributes.
145 *
146 * VERT_ATTRIB_FF
147 * includes all fixed function attributes as well as
148 * the aliased GL_NV_vertex_program shader attributes.
149 * VERT_ATTRIB_TEX
150 * include the classic texture coordinate attributes.
151 * Is a subset of VERT_ATTRIB_FF.
152 * VERT_ATTRIB_GENERIC
153 * include the OpenGL 2.0+ GLSL generic shader attributes.
154 * These alias the generic GL_ARB_vertex_shader attributes.
155 */
156 #define VERT_ATTRIB_FF(i) (VERT_ATTRIB_POS + (i))
157 #define VERT_ATTRIB_FF_MAX VERT_ATTRIB_GENERIC0
158
159 #define VERT_ATTRIB_TEX(i) (VERT_ATTRIB_TEX0 + (i))
160 #define VERT_ATTRIB_TEX_MAX MAX_TEXTURE_COORD_UNITS
161
162 #define VERT_ATTRIB_GENERIC(i) (VERT_ATTRIB_GENERIC0 + (i))
163 #define VERT_ATTRIB_GENERIC_MAX MAX_VERTEX_GENERIC_ATTRIBS
164
165 /**
166 * Bitflags for vertex attributes.
167 * These are used in bitfields in many places.
168 */
169 /*@{*/
170 #define VERT_BIT_POS BITFIELD64_BIT(VERT_ATTRIB_POS)
171 #define VERT_BIT_WEIGHT BITFIELD64_BIT(VERT_ATTRIB_WEIGHT)
172 #define VERT_BIT_NORMAL BITFIELD64_BIT(VERT_ATTRIB_NORMAL)
173 #define VERT_BIT_COLOR0 BITFIELD64_BIT(VERT_ATTRIB_COLOR0)
174 #define VERT_BIT_COLOR1 BITFIELD64_BIT(VERT_ATTRIB_COLOR1)
175 #define VERT_BIT_FOG BITFIELD64_BIT(VERT_ATTRIB_FOG)
176 #define VERT_BIT_COLOR_INDEX BITFIELD64_BIT(VERT_ATTRIB_COLOR_INDEX)
177 #define VERT_BIT_EDGEFLAG BITFIELD64_BIT(VERT_ATTRIB_EDGEFLAG)
178 #define VERT_BIT_TEX0 BITFIELD64_BIT(VERT_ATTRIB_TEX0)
179 #define VERT_BIT_TEX1 BITFIELD64_BIT(VERT_ATTRIB_TEX1)
180 #define VERT_BIT_TEX2 BITFIELD64_BIT(VERT_ATTRIB_TEX2)
181 #define VERT_BIT_TEX3 BITFIELD64_BIT(VERT_ATTRIB_TEX3)
182 #define VERT_BIT_TEX4 BITFIELD64_BIT(VERT_ATTRIB_TEX4)
183 #define VERT_BIT_TEX5 BITFIELD64_BIT(VERT_ATTRIB_TEX5)
184 #define VERT_BIT_TEX6 BITFIELD64_BIT(VERT_ATTRIB_TEX6)
185 #define VERT_BIT_TEX7 BITFIELD64_BIT(VERT_ATTRIB_TEX7)
186 #define VERT_BIT_POINT_SIZE BITFIELD64_BIT(VERT_ATTRIB_POINT_SIZE)
187 #define VERT_BIT_GENERIC0 BITFIELD64_BIT(VERT_ATTRIB_GENERIC0)
188
189 #define VERT_BIT(i) BITFIELD64_BIT(i)
190 #define VERT_BIT_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_MAX)
191
192 #define VERT_BIT_FF(i) VERT_BIT(i)
193 #define VERT_BIT_FF_ALL BITFIELD64_RANGE(0, VERT_ATTRIB_FF_MAX)
194 #define VERT_BIT_TEX(i) VERT_BIT(VERT_ATTRIB_TEX(i))
195 #define VERT_BIT_TEX_ALL \
196 BITFIELD64_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
197
198 #define VERT_BIT_GENERIC(i) VERT_BIT(VERT_ATTRIB_GENERIC(i))
199 #define VERT_BIT_GENERIC_ALL \
200 BITFIELD64_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
201 /*@}*/
202
203
204 /**
205 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
206 * fragment shader inputs.
207 *
208 * Note that some of these values are not available to all pipeline stages.
209 *
210 * When this enum is updated, the following code must be updated too:
211 * - vertResults (in prog_print.c's arb_output_attrib_string())
212 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
213 * - _mesa_varying_slot_in_fs()
214 */
215 typedef enum
216 {
217 VARYING_SLOT_POS,
218 VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
219 VARYING_SLOT_COL1,
220 VARYING_SLOT_FOGC,
221 VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
222 VARYING_SLOT_TEX1,
223 VARYING_SLOT_TEX2,
224 VARYING_SLOT_TEX3,
225 VARYING_SLOT_TEX4,
226 VARYING_SLOT_TEX5,
227 VARYING_SLOT_TEX6,
228 VARYING_SLOT_TEX7,
229 VARYING_SLOT_PSIZ, /* Does not appear in FS */
230 VARYING_SLOT_BFC0, /* Does not appear in FS */
231 VARYING_SLOT_BFC1, /* Does not appear in FS */
232 VARYING_SLOT_EDGE, /* Does not appear in FS */
233 VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
234 VARYING_SLOT_CLIP_DIST0,
235 VARYING_SLOT_CLIP_DIST1,
236 VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
237 VARYING_SLOT_LAYER, /* Appears as VS or GS output */
238 VARYING_SLOT_FACE, /* FS only */
239 VARYING_SLOT_PNTC, /* FS only */
240 VARYING_SLOT_VAR0, /* First generic varying slot */
241 VARYING_SLOT_MAX = VARYING_SLOT_VAR0 + MAX_VARYING
242 } gl_varying_slot;
243
244
245 /**
246 * Bitflags for varying slots.
247 */
248 /*@{*/
249 #define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
250 #define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
251 #define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
252 #define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
253 #define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
254 #define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
255 #define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
256 #define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
257 #define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
258 #define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
259 #define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
260 #define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
261 #define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
262 #define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
263 MAX_TEXTURE_COORD_UNITS)
264 #define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
265 #define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
266 #define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
267 #define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
268 #define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
269 #define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
270 #define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
271 #define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
272 #define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
273 #define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
274 #define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
275 #define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
276 /*@}*/
277
278 /**
279 * Bitflags for system values.
280 */
281 #define SYSTEM_BIT_SAMPLE_ID BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_ID)
282 #define SYSTEM_BIT_SAMPLE_POS BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_POS)
283 #define SYSTEM_BIT_SAMPLE_MASK_IN BITFIELD64_BIT(SYSTEM_VALUE_SAMPLE_MASK_IN)
284
285 /**
286 * Determine if the given gl_varying_slot appears in the fragment shader.
287 */
288 static inline GLboolean
289 _mesa_varying_slot_in_fs(gl_varying_slot slot)
290 {
291 switch (slot) {
292 case VARYING_SLOT_PSIZ:
293 case VARYING_SLOT_BFC0:
294 case VARYING_SLOT_BFC1:
295 case VARYING_SLOT_EDGE:
296 case VARYING_SLOT_CLIP_VERTEX:
297 case VARYING_SLOT_LAYER:
298 return GL_FALSE;
299 default:
300 return GL_TRUE;
301 }
302 }
303
304
305 /**
306 * Fragment program results
307 */
308 typedef enum
309 {
310 FRAG_RESULT_DEPTH = 0,
311 FRAG_RESULT_STENCIL = 1,
312 /* If a single color should be written to all render targets, this
313 * register is written. No FRAG_RESULT_DATAn will be written.
314 */
315 FRAG_RESULT_COLOR = 2,
316 FRAG_RESULT_SAMPLE_MASK = 3,
317
318 /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
319 * or ARB_fragment_program fragment.color[n]) color results. If
320 * any are written, FRAG_RESULT_COLOR will not be written.
321 */
322 FRAG_RESULT_DATA0 = 4,
323 FRAG_RESULT_MAX = (FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
324 } gl_frag_result;
325
326
327 /**
328 * Indexes for all renderbuffers
329 */
330 typedef enum
331 {
332 /* the four standard color buffers */
333 BUFFER_FRONT_LEFT,
334 BUFFER_BACK_LEFT,
335 BUFFER_FRONT_RIGHT,
336 BUFFER_BACK_RIGHT,
337 BUFFER_DEPTH,
338 BUFFER_STENCIL,
339 BUFFER_ACCUM,
340 /* optional aux buffer */
341 BUFFER_AUX0,
342 /* generic renderbuffers */
343 BUFFER_COLOR0,
344 BUFFER_COLOR1,
345 BUFFER_COLOR2,
346 BUFFER_COLOR3,
347 BUFFER_COLOR4,
348 BUFFER_COLOR5,
349 BUFFER_COLOR6,
350 BUFFER_COLOR7,
351 BUFFER_COUNT
352 } gl_buffer_index;
353
354 /**
355 * Bit flags for all renderbuffers
356 */
357 #define BUFFER_BIT_FRONT_LEFT (1 << BUFFER_FRONT_LEFT)
358 #define BUFFER_BIT_BACK_LEFT (1 << BUFFER_BACK_LEFT)
359 #define BUFFER_BIT_FRONT_RIGHT (1 << BUFFER_FRONT_RIGHT)
360 #define BUFFER_BIT_BACK_RIGHT (1 << BUFFER_BACK_RIGHT)
361 #define BUFFER_BIT_AUX0 (1 << BUFFER_AUX0)
362 #define BUFFER_BIT_AUX1 (1 << BUFFER_AUX1)
363 #define BUFFER_BIT_AUX2 (1 << BUFFER_AUX2)
364 #define BUFFER_BIT_AUX3 (1 << BUFFER_AUX3)
365 #define BUFFER_BIT_DEPTH (1 << BUFFER_DEPTH)
366 #define BUFFER_BIT_STENCIL (1 << BUFFER_STENCIL)
367 #define BUFFER_BIT_ACCUM (1 << BUFFER_ACCUM)
368 #define BUFFER_BIT_COLOR0 (1 << BUFFER_COLOR0)
369 #define BUFFER_BIT_COLOR1 (1 << BUFFER_COLOR1)
370 #define BUFFER_BIT_COLOR2 (1 << BUFFER_COLOR2)
371 #define BUFFER_BIT_COLOR3 (1 << BUFFER_COLOR3)
372 #define BUFFER_BIT_COLOR4 (1 << BUFFER_COLOR4)
373 #define BUFFER_BIT_COLOR5 (1 << BUFFER_COLOR5)
374 #define BUFFER_BIT_COLOR6 (1 << BUFFER_COLOR6)
375 #define BUFFER_BIT_COLOR7 (1 << BUFFER_COLOR7)
376
377 /**
378 * Mask of all the color buffer bits (but not accum).
379 */
380 #define BUFFER_BITS_COLOR (BUFFER_BIT_FRONT_LEFT | \
381 BUFFER_BIT_BACK_LEFT | \
382 BUFFER_BIT_FRONT_RIGHT | \
383 BUFFER_BIT_BACK_RIGHT | \
384 BUFFER_BIT_AUX0 | \
385 BUFFER_BIT_COLOR0 | \
386 BUFFER_BIT_COLOR1 | \
387 BUFFER_BIT_COLOR2 | \
388 BUFFER_BIT_COLOR3 | \
389 BUFFER_BIT_COLOR4 | \
390 BUFFER_BIT_COLOR5 | \
391 BUFFER_BIT_COLOR6 | \
392 BUFFER_BIT_COLOR7)
393
394
395 /**
396 * Shader stages. Note that these will become 5 with tessellation.
397 *
398 * The order must match how shaders are ordered in the pipeline.
399 * The GLSL linker assumes that if i<j, then the j-th shader is
400 * executed later than the i-th shader.
401 */
402 typedef enum
403 {
404 MESA_SHADER_VERTEX = 0,
405 MESA_SHADER_GEOMETRY = 1,
406 MESA_SHADER_FRAGMENT = 2,
407 } gl_shader_stage;
408
409 #define MESA_SHADER_STAGES (MESA_SHADER_FRAGMENT + 1)
410
411
412 /**
413 * Framebuffer configuration (aka visual / pixelformat)
414 * Note: some of these fields should be boolean, but it appears that
415 * code in drivers/dri/common/util.c requires int-sized fields.
416 */
417 struct gl_config
418 {
419 GLboolean rgbMode;
420 GLboolean floatMode;
421 GLboolean colorIndexMode; /* XXX is this used anywhere? */
422 GLuint doubleBufferMode;
423 GLuint stereoMode;
424
425 GLboolean haveAccumBuffer;
426 GLboolean haveDepthBuffer;
427 GLboolean haveStencilBuffer;
428
429 GLint redBits, greenBits, blueBits, alphaBits; /* bits per comp */
430 GLuint redMask, greenMask, blueMask, alphaMask;
431 GLint rgbBits; /* total bits for rgb */
432 GLint indexBits; /* total bits for colorindex */
433
434 GLint accumRedBits, accumGreenBits, accumBlueBits, accumAlphaBits;
435 GLint depthBits;
436 GLint stencilBits;
437
438 GLint numAuxBuffers;
439
440 GLint level;
441
442 /* EXT_visual_rating / GLX 1.2 */
443 GLint visualRating;
444
445 /* EXT_visual_info / GLX 1.2 */
446 GLint transparentPixel;
447 /* colors are floats scaled to ints */
448 GLint transparentRed, transparentGreen, transparentBlue, transparentAlpha;
449 GLint transparentIndex;
450
451 /* ARB_multisample / SGIS_multisample */
452 GLint sampleBuffers;
453 GLint samples;
454
455 /* SGIX_pbuffer / GLX 1.3 */
456 GLint maxPbufferWidth;
457 GLint maxPbufferHeight;
458 GLint maxPbufferPixels;
459 GLint optimalPbufferWidth; /* Only for SGIX_pbuffer. */
460 GLint optimalPbufferHeight; /* Only for SGIX_pbuffer. */
461
462 /* OML_swap_method */
463 GLint swapMethod;
464
465 /* EXT_texture_from_pixmap */
466 GLint bindToTextureRgb;
467 GLint bindToTextureRgba;
468 GLint bindToMipmapTexture;
469 GLint bindToTextureTargets;
470 GLint yInverted;
471
472 /* EXT_framebuffer_sRGB */
473 GLint sRGBCapable;
474 };
475
476
477 /**
478 * \name Bit flags used for updating material values.
479 */
480 /*@{*/
481 #define MAT_ATTRIB_FRONT_AMBIENT 0
482 #define MAT_ATTRIB_BACK_AMBIENT 1
483 #define MAT_ATTRIB_FRONT_DIFFUSE 2
484 #define MAT_ATTRIB_BACK_DIFFUSE 3
485 #define MAT_ATTRIB_FRONT_SPECULAR 4
486 #define MAT_ATTRIB_BACK_SPECULAR 5
487 #define MAT_ATTRIB_FRONT_EMISSION 6
488 #define MAT_ATTRIB_BACK_EMISSION 7
489 #define MAT_ATTRIB_FRONT_SHININESS 8
490 #define MAT_ATTRIB_BACK_SHININESS 9
491 #define MAT_ATTRIB_FRONT_INDEXES 10
492 #define MAT_ATTRIB_BACK_INDEXES 11
493 #define MAT_ATTRIB_MAX 12
494
495 #define MAT_ATTRIB_AMBIENT(f) (MAT_ATTRIB_FRONT_AMBIENT+(f))
496 #define MAT_ATTRIB_DIFFUSE(f) (MAT_ATTRIB_FRONT_DIFFUSE+(f))
497 #define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
498 #define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
499 #define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
500 #define MAT_ATTRIB_INDEXES(f) (MAT_ATTRIB_FRONT_INDEXES+(f))
501
502 #define MAT_INDEX_AMBIENT 0
503 #define MAT_INDEX_DIFFUSE 1
504 #define MAT_INDEX_SPECULAR 2
505
506 #define MAT_BIT_FRONT_AMBIENT (1<<MAT_ATTRIB_FRONT_AMBIENT)
507 #define MAT_BIT_BACK_AMBIENT (1<<MAT_ATTRIB_BACK_AMBIENT)
508 #define MAT_BIT_FRONT_DIFFUSE (1<<MAT_ATTRIB_FRONT_DIFFUSE)
509 #define MAT_BIT_BACK_DIFFUSE (1<<MAT_ATTRIB_BACK_DIFFUSE)
510 #define MAT_BIT_FRONT_SPECULAR (1<<MAT_ATTRIB_FRONT_SPECULAR)
511 #define MAT_BIT_BACK_SPECULAR (1<<MAT_ATTRIB_BACK_SPECULAR)
512 #define MAT_BIT_FRONT_EMISSION (1<<MAT_ATTRIB_FRONT_EMISSION)
513 #define MAT_BIT_BACK_EMISSION (1<<MAT_ATTRIB_BACK_EMISSION)
514 #define MAT_BIT_FRONT_SHININESS (1<<MAT_ATTRIB_FRONT_SHININESS)
515 #define MAT_BIT_BACK_SHININESS (1<<MAT_ATTRIB_BACK_SHININESS)
516 #define MAT_BIT_FRONT_INDEXES (1<<MAT_ATTRIB_FRONT_INDEXES)
517 #define MAT_BIT_BACK_INDEXES (1<<MAT_ATTRIB_BACK_INDEXES)
518
519
520 #define FRONT_MATERIAL_BITS (MAT_BIT_FRONT_EMISSION | \
521 MAT_BIT_FRONT_AMBIENT | \
522 MAT_BIT_FRONT_DIFFUSE | \
523 MAT_BIT_FRONT_SPECULAR | \
524 MAT_BIT_FRONT_SHININESS | \
525 MAT_BIT_FRONT_INDEXES)
526
527 #define BACK_MATERIAL_BITS (MAT_BIT_BACK_EMISSION | \
528 MAT_BIT_BACK_AMBIENT | \
529 MAT_BIT_BACK_DIFFUSE | \
530 MAT_BIT_BACK_SPECULAR | \
531 MAT_BIT_BACK_SHININESS | \
532 MAT_BIT_BACK_INDEXES)
533
534 #define ALL_MATERIAL_BITS (FRONT_MATERIAL_BITS | BACK_MATERIAL_BITS)
535 /*@}*/
536
537
538 /**
539 * Material state.
540 */
541 struct gl_material
542 {
543 GLfloat Attrib[MAT_ATTRIB_MAX][4];
544 };
545
546
547 /**
548 * Light state flags.
549 */
550 /*@{*/
551 #define LIGHT_SPOT 0x1
552 #define LIGHT_LOCAL_VIEWER 0x2
553 #define LIGHT_POSITIONAL 0x4
554 #define LIGHT_NEED_VERTICES (LIGHT_POSITIONAL|LIGHT_LOCAL_VIEWER)
555 /*@}*/
556
557
558 /**
559 * Light source state.
560 */
561 struct gl_light
562 {
563 struct gl_light *next; /**< double linked list with sentinel */
564 struct gl_light *prev;
565
566 GLfloat Ambient[4]; /**< ambient color */
567 GLfloat Diffuse[4]; /**< diffuse color */
568 GLfloat Specular[4]; /**< specular color */
569 GLfloat EyePosition[4]; /**< position in eye coordinates */
570 GLfloat SpotDirection[4]; /**< spotlight direction in eye coordinates */
571 GLfloat SpotExponent;
572 GLfloat SpotCutoff; /**< in degrees */
573 GLfloat _CosCutoff; /**< = MAX(0, cos(SpotCutoff)) */
574 GLfloat ConstantAttenuation;
575 GLfloat LinearAttenuation;
576 GLfloat QuadraticAttenuation;
577 GLboolean Enabled; /**< On/off flag */
578
579 /**
580 * \name Derived fields
581 */
582 /*@{*/
583 GLbitfield _Flags; /**< Mask of LIGHT_x bits defined above */
584
585 GLfloat _Position[4]; /**< position in eye/obj coordinates */
586 GLfloat _VP_inf_norm[3]; /**< Norm direction to infinite light */
587 GLfloat _h_inf_norm[3]; /**< Norm( _VP_inf_norm + <0,0,1> ) */
588 GLfloat _NormSpotDirection[4]; /**< normalized spotlight direction */
589 GLfloat _VP_inf_spot_attenuation;
590
591 GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
592 GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
593 GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
594 /*@}*/
595 };
596
597
598 /**
599 * Light model state.
600 */
601 struct gl_lightmodel
602 {
603 GLfloat Ambient[4]; /**< ambient color */
604 GLboolean LocalViewer; /**< Local (or infinite) view point? */
605 GLboolean TwoSide; /**< Two (or one) sided lighting? */
606 GLenum ColorControl; /**< either GL_SINGLE_COLOR
607 * or GL_SEPARATE_SPECULAR_COLOR */
608 };
609
610
611 /**
612 * Accumulation buffer attribute group (GL_ACCUM_BUFFER_BIT)
613 */
614 struct gl_accum_attrib
615 {
616 GLfloat ClearColor[4]; /**< Accumulation buffer clear color */
617 };
618
619
620 /**
621 * Used for storing clear color, texture border color, etc.
622 * The float values are typically unclamped.
623 */
624 union gl_color_union
625 {
626 GLfloat f[4];
627 GLint i[4];
628 GLuint ui[4];
629 };
630
631
632 /**
633 * Color buffer attribute group (GL_COLOR_BUFFER_BIT).
634 */
635 struct gl_colorbuffer_attrib
636 {
637 GLuint ClearIndex; /**< Index for glClear */
638 union gl_color_union ClearColor; /**< Color for glClear, unclamped */
639 GLuint IndexMask; /**< Color index write mask */
640 GLubyte ColorMask[MAX_DRAW_BUFFERS][4]; /**< Each flag is 0xff or 0x0 */
641
642 GLenum DrawBuffer[MAX_DRAW_BUFFERS]; /**< Which buffer to draw into */
643
644 /**
645 * \name alpha testing
646 */
647 /*@{*/
648 GLboolean AlphaEnabled; /**< Alpha test enabled flag */
649 GLenum AlphaFunc; /**< Alpha test function */
650 GLfloat AlphaRefUnclamped;
651 GLclampf AlphaRef; /**< Alpha reference value */
652 /*@}*/
653
654 /**
655 * \name Blending
656 */
657 /*@{*/
658 GLbitfield BlendEnabled; /**< Per-buffer blend enable flags */
659
660 /* NOTE: this does _not_ depend on fragment clamping or any other clamping
661 * control, only on the fixed-pointness of the render target.
662 * The query does however depend on fragment color clamping.
663 */
664 GLfloat BlendColorUnclamped[4]; /**< Blending color */
665 GLfloat BlendColor[4]; /**< Blending color */
666
667 struct
668 {
669 GLenum SrcRGB; /**< RGB blend source term */
670 GLenum DstRGB; /**< RGB blend dest term */
671 GLenum SrcA; /**< Alpha blend source term */
672 GLenum DstA; /**< Alpha blend dest term */
673 GLenum EquationRGB; /**< GL_ADD, GL_SUBTRACT, etc. */
674 GLenum EquationA; /**< GL_ADD, GL_SUBTRACT, etc. */
675 /**
676 * Set if any blend factor uses SRC1. Computed at the time blend factors
677 * get set.
678 */
679 GLboolean _UsesDualSrc;
680 } Blend[MAX_DRAW_BUFFERS];
681 /** Are the blend func terms currently different for each buffer/target? */
682 GLboolean _BlendFuncPerBuffer;
683 /** Are the blend equations currently different for each buffer/target? */
684 GLboolean _BlendEquationPerBuffer;
685 /*@}*/
686
687 /**
688 * \name Logic op
689 */
690 /*@{*/
691 GLenum LogicOp; /**< Logic operator */
692 GLboolean IndexLogicOpEnabled; /**< Color index logic op enabled flag */
693 GLboolean ColorLogicOpEnabled; /**< RGBA logic op enabled flag */
694 /*@}*/
695
696 GLboolean DitherFlag; /**< Dither enable flag */
697
698 GLenum ClampFragmentColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
699 GLboolean _ClampFragmentColor; /** < with GL_FIXED_ONLY_ARB resolved */
700 GLenum ClampReadColor; /**< GL_TRUE, GL_FALSE or GL_FIXED_ONLY_ARB */
701
702 GLboolean sRGBEnabled; /**< Framebuffer sRGB blending/updating requested */
703 };
704
705
706 /**
707 * Current attribute group (GL_CURRENT_BIT).
708 */
709 struct gl_current_attrib
710 {
711 /**
712 * \name Current vertex attributes.
713 * \note Values are valid only after FLUSH_VERTICES has been called.
714 * \note Index and Edgeflag current values are stored as floats in the
715 * SIX and SEVEN attribute slots.
716 */
717 GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Position, color, texcoords, etc */
718
719 /**
720 * \name Current raster position attributes (always valid).
721 * \note This set of attributes is very similar to the SWvertex struct.
722 */
723 /*@{*/
724 GLfloat RasterPos[4];
725 GLfloat RasterDistance;
726 GLfloat RasterColor[4];
727 GLfloat RasterSecondaryColor[4];
728 GLfloat RasterTexCoords[MAX_TEXTURE_COORD_UNITS][4];
729 GLboolean RasterPosValid;
730 /*@}*/
731 };
732
733
734 /**
735 * Depth buffer attribute group (GL_DEPTH_BUFFER_BIT).
736 */
737 struct gl_depthbuffer_attrib
738 {
739 GLenum Func; /**< Function for depth buffer compare */
740 GLclampd Clear; /**< Value to clear depth buffer to */
741 GLboolean Test; /**< Depth buffering enabled flag */
742 GLboolean Mask; /**< Depth buffer writable? */
743 GLboolean BoundsTest; /**< GL_EXT_depth_bounds_test */
744 GLfloat BoundsMin, BoundsMax;/**< GL_EXT_depth_bounds_test */
745 };
746
747
748 /**
749 * Evaluator attribute group (GL_EVAL_BIT).
750 */
751 struct gl_eval_attrib
752 {
753 /**
754 * \name Enable bits
755 */
756 /*@{*/
757 GLboolean Map1Color4;
758 GLboolean Map1Index;
759 GLboolean Map1Normal;
760 GLboolean Map1TextureCoord1;
761 GLboolean Map1TextureCoord2;
762 GLboolean Map1TextureCoord3;
763 GLboolean Map1TextureCoord4;
764 GLboolean Map1Vertex3;
765 GLboolean Map1Vertex4;
766 GLboolean Map2Color4;
767 GLboolean Map2Index;
768 GLboolean Map2Normal;
769 GLboolean Map2TextureCoord1;
770 GLboolean Map2TextureCoord2;
771 GLboolean Map2TextureCoord3;
772 GLboolean Map2TextureCoord4;
773 GLboolean Map2Vertex3;
774 GLboolean Map2Vertex4;
775 GLboolean AutoNormal;
776 /*@}*/
777
778 /**
779 * \name Map Grid endpoints and divisions and calculated du values
780 */
781 /*@{*/
782 GLint MapGrid1un;
783 GLfloat MapGrid1u1, MapGrid1u2, MapGrid1du;
784 GLint MapGrid2un, MapGrid2vn;
785 GLfloat MapGrid2u1, MapGrid2u2, MapGrid2du;
786 GLfloat MapGrid2v1, MapGrid2v2, MapGrid2dv;
787 /*@}*/
788 };
789
790
791 /**
792 * Fog attribute group (GL_FOG_BIT).
793 */
794 struct gl_fog_attrib
795 {
796 GLboolean Enabled; /**< Fog enabled flag */
797 GLfloat ColorUnclamped[4]; /**< Fog color */
798 GLfloat Color[4]; /**< Fog color */
799 GLfloat Density; /**< Density >= 0.0 */
800 GLfloat Start; /**< Start distance in eye coords */
801 GLfloat End; /**< End distance in eye coords */
802 GLfloat Index; /**< Fog index */
803 GLenum Mode; /**< Fog mode */
804 GLboolean ColorSumEnabled;
805 GLenum FogCoordinateSource; /**< GL_EXT_fog_coord */
806 GLfloat _Scale; /**< (End == Start) ? 1.0 : 1.0 / (End - Start) */
807 GLenum FogDistanceMode; /**< GL_NV_fog_distance */
808 };
809
810
811 /**
812 * Hint attribute group (GL_HINT_BIT).
813 *
814 * Values are always one of GL_FASTEST, GL_NICEST, or GL_DONT_CARE.
815 */
816 struct gl_hint_attrib
817 {
818 GLenum PerspectiveCorrection;
819 GLenum PointSmooth;
820 GLenum LineSmooth;
821 GLenum PolygonSmooth;
822 GLenum Fog;
823 GLenum TextureCompression; /**< GL_ARB_texture_compression */
824 GLenum GenerateMipmap; /**< GL_SGIS_generate_mipmap */
825 GLenum FragmentShaderDerivative; /**< GL_ARB_fragment_shader */
826 };
827
828
829 /**
830 * Lighting attribute group (GL_LIGHT_BIT).
831 */
832 struct gl_light_attrib
833 {
834 struct gl_light Light[MAX_LIGHTS]; /**< Array of light sources */
835 struct gl_lightmodel Model; /**< Lighting model */
836
837 /**
838 * Front and back material values.
839 * Note: must call FLUSH_VERTICES() before using.
840 */
841 struct gl_material Material;
842
843 GLboolean Enabled; /**< Lighting enabled flag */
844 GLenum ShadeModel; /**< GL_FLAT or GL_SMOOTH */
845 GLenum ProvokingVertex; /**< GL_EXT_provoking_vertex */
846 GLenum ColorMaterialFace; /**< GL_FRONT, BACK or FRONT_AND_BACK */
847 GLenum ColorMaterialMode; /**< GL_AMBIENT, GL_DIFFUSE, etc */
848 GLbitfield _ColorMaterialBitmask; /**< bitmask formed from Face and Mode */
849 GLboolean ColorMaterialEnabled;
850 GLenum ClampVertexColor; /**< GL_TRUE, GL_FALSE, GL_FIXED_ONLY */
851 GLboolean _ClampVertexColor;
852
853 struct gl_light EnabledList; /**< List sentinel */
854
855 /**
856 * Derived state for optimizations:
857 */
858 /*@{*/
859 GLboolean _NeedEyeCoords;
860 GLboolean _NeedVertices; /**< Use fast shader? */
861 GLfloat _BaseColor[2][3];
862 /*@}*/
863 };
864
865
866 /**
867 * Line attribute group (GL_LINE_BIT).
868 */
869 struct gl_line_attrib
870 {
871 GLboolean SmoothFlag; /**< GL_LINE_SMOOTH enabled? */
872 GLboolean StippleFlag; /**< GL_LINE_STIPPLE enabled? */
873 GLushort StipplePattern; /**< Stipple pattern */
874 GLint StippleFactor; /**< Stipple repeat factor */
875 GLfloat Width; /**< Line width */
876 };
877
878
879 /**
880 * Display list attribute group (GL_LIST_BIT).
881 */
882 struct gl_list_attrib
883 {
884 GLuint ListBase;
885 };
886
887
888 /**
889 * Multisample attribute group (GL_MULTISAMPLE_BIT).
890 */
891 struct gl_multisample_attrib
892 {
893 GLboolean Enabled;
894 GLboolean _Enabled; /**< true if Enabled and multisample buffer */
895 GLboolean SampleAlphaToCoverage;
896 GLboolean SampleAlphaToOne;
897 GLboolean SampleCoverage;
898 GLfloat SampleCoverageValue;
899 GLboolean SampleCoverageInvert;
900 GLboolean SampleShading;
901 GLfloat MinSampleShadingValue;
902
903 /* ARB_texture_multisample / GL3.2 additions */
904 GLboolean SampleMask;
905 /** The GL spec defines this as an array but >32x MSAA is madness */
906 GLbitfield SampleMaskValue;
907 };
908
909
910 /**
911 * A pixelmap (see glPixelMap)
912 */
913 struct gl_pixelmap
914 {
915 GLint Size;
916 GLfloat Map[MAX_PIXEL_MAP_TABLE];
917 };
918
919
920 /**
921 * Collection of all pixelmaps
922 */
923 struct gl_pixelmaps
924 {
925 struct gl_pixelmap RtoR; /**< i.e. GL_PIXEL_MAP_R_TO_R */
926 struct gl_pixelmap GtoG;
927 struct gl_pixelmap BtoB;
928 struct gl_pixelmap AtoA;
929 struct gl_pixelmap ItoR;
930 struct gl_pixelmap ItoG;
931 struct gl_pixelmap ItoB;
932 struct gl_pixelmap ItoA;
933 struct gl_pixelmap ItoI;
934 struct gl_pixelmap StoS;
935 };
936
937
938 /**
939 * Pixel attribute group (GL_PIXEL_MODE_BIT).
940 */
941 struct gl_pixel_attrib
942 {
943 GLenum ReadBuffer; /**< source buffer for glRead/CopyPixels() */
944
945 /*--- Begin Pixel Transfer State ---*/
946 /* Fields are in the order in which they're applied... */
947
948 /** Scale & Bias (index shift, offset) */
949 /*@{*/
950 GLfloat RedBias, RedScale;
951 GLfloat GreenBias, GreenScale;
952 GLfloat BlueBias, BlueScale;
953 GLfloat AlphaBias, AlphaScale;
954 GLfloat DepthBias, DepthScale;
955 GLint IndexShift, IndexOffset;
956 /*@}*/
957
958 /* Pixel Maps */
959 /* Note: actual pixel maps are not part of this attrib group */
960 GLboolean MapColorFlag;
961 GLboolean MapStencilFlag;
962
963 /*--- End Pixel Transfer State ---*/
964
965 /** glPixelZoom */
966 GLfloat ZoomX, ZoomY;
967 };
968
969
970 /**
971 * Point attribute group (GL_POINT_BIT).
972 */
973 struct gl_point_attrib
974 {
975 GLboolean SmoothFlag; /**< True if GL_POINT_SMOOTH is enabled */
976 GLfloat Size; /**< User-specified point size */
977 GLfloat Params[3]; /**< GL_EXT_point_parameters */
978 GLfloat MinSize, MaxSize; /**< GL_EXT_point_parameters */
979 GLfloat Threshold; /**< GL_EXT_point_parameters */
980 GLboolean _Attenuated; /**< True if Params != [1, 0, 0] */
981 GLboolean PointSprite; /**< GL_NV/ARB_point_sprite */
982 GLboolean CoordReplace[MAX_TEXTURE_COORD_UNITS]; /**< GL_ARB_point_sprite*/
983 GLenum SpriteRMode; /**< GL_NV_point_sprite (only!) */
984 GLenum SpriteOrigin; /**< GL_ARB_point_sprite */
985 };
986
987
988 /**
989 * Polygon attribute group (GL_POLYGON_BIT).
990 */
991 struct gl_polygon_attrib
992 {
993 GLenum FrontFace; /**< Either GL_CW or GL_CCW */
994 GLenum FrontMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
995 GLenum BackMode; /**< Either GL_POINT, GL_LINE or GL_FILL */
996 GLboolean _FrontBit; /**< 0=GL_CCW, 1=GL_CW */
997 GLboolean CullFlag; /**< Culling on/off flag */
998 GLboolean SmoothFlag; /**< True if GL_POLYGON_SMOOTH is enabled */
999 GLboolean StippleFlag; /**< True if GL_POLYGON_STIPPLE is enabled */
1000 GLenum CullFaceMode; /**< Culling mode GL_FRONT or GL_BACK */
1001 GLfloat OffsetFactor; /**< Polygon offset factor, from user */
1002 GLfloat OffsetUnits; /**< Polygon offset units, from user */
1003 GLboolean OffsetPoint; /**< Offset in GL_POINT mode */
1004 GLboolean OffsetLine; /**< Offset in GL_LINE mode */
1005 GLboolean OffsetFill; /**< Offset in GL_FILL mode */
1006 };
1007
1008
1009 /**
1010 * Scissor attributes (GL_SCISSOR_BIT).
1011 */
1012 struct gl_scissor_attrib
1013 {
1014 GLboolean Enabled; /**< Scissor test enabled? */
1015 GLint X, Y; /**< Lower left corner of box */
1016 GLsizei Width, Height; /**< Size of box */
1017 };
1018
1019
1020 /**
1021 * Stencil attribute group (GL_STENCIL_BUFFER_BIT).
1022 *
1023 * Three sets of stencil data are tracked so that OpenGL 2.0,
1024 * GL_EXT_stencil_two_side, and GL_ATI_separate_stencil can all be supported
1025 * simultaneously. In each of the stencil state arrays, element 0 corresponds
1026 * to GL_FRONT. Element 1 corresponds to the OpenGL 2.0 /
1027 * GL_ATI_separate_stencil GL_BACK state. Element 2 corresponds to the
1028 * GL_EXT_stencil_two_side GL_BACK state.
1029 *
1030 * The derived value \c _BackFace is either 1 or 2 depending on whether or
1031 * not GL_STENCIL_TEST_TWO_SIDE_EXT is enabled.
1032 *
1033 * The derived value \c _TestTwoSide is set when the front-face and back-face
1034 * stencil state are different.
1035 */
1036 struct gl_stencil_attrib
1037 {
1038 GLboolean Enabled; /**< Enabled flag */
1039 GLboolean TestTwoSide; /**< GL_EXT_stencil_two_side */
1040 GLubyte ActiveFace; /**< GL_EXT_stencil_two_side (0 or 2) */
1041 GLboolean _Enabled; /**< Enabled and stencil buffer present */
1042 GLboolean _WriteEnabled; /**< _Enabled and non-zero writemasks */
1043 GLboolean _TestTwoSide;
1044 GLubyte _BackFace; /**< Current back stencil state (1 or 2) */
1045 GLenum Function[3]; /**< Stencil function */
1046 GLenum FailFunc[3]; /**< Fail function */
1047 GLenum ZPassFunc[3]; /**< Depth buffer pass function */
1048 GLenum ZFailFunc[3]; /**< Depth buffer fail function */
1049 GLint Ref[3]; /**< Reference value */
1050 GLuint ValueMask[3]; /**< Value mask */
1051 GLuint WriteMask[3]; /**< Write mask */
1052 GLuint Clear; /**< Clear value */
1053 };
1054
1055
1056 /**
1057 * An index for each type of texture object. These correspond to the GL
1058 * texture target enums, such as GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, etc.
1059 * Note: the order is from highest priority to lowest priority.
1060 */
1061 typedef enum
1062 {
1063 TEXTURE_2D_MULTISAMPLE_INDEX,
1064 TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX,
1065 TEXTURE_CUBE_ARRAY_INDEX,
1066 TEXTURE_BUFFER_INDEX,
1067 TEXTURE_2D_ARRAY_INDEX,
1068 TEXTURE_1D_ARRAY_INDEX,
1069 TEXTURE_EXTERNAL_INDEX,
1070 TEXTURE_CUBE_INDEX,
1071 TEXTURE_3D_INDEX,
1072 TEXTURE_RECT_INDEX,
1073 TEXTURE_2D_INDEX,
1074 TEXTURE_1D_INDEX,
1075 NUM_TEXTURE_TARGETS
1076 } gl_texture_index;
1077
1078
1079 /**
1080 * Bit flags for each type of texture object
1081 * Used for Texture.Unit[]._ReallyEnabled flags.
1082 */
1083 /*@{*/
1084 #define TEXTURE_2D_MULTISAMPLE_BIT (1 << TEXTURE_2D_MULTISAMPLE_INDEX)
1085 #define TEXTURE_2D_MULTISAMPLE_ARRAY_BIT (1 << TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX)
1086 #define TEXTURE_CUBE_ARRAY_BIT (1 << TEXTURE_CUBE_ARRAY_INDEX)
1087 #define TEXTURE_BUFFER_BIT (1 << TEXTURE_BUFFER_INDEX)
1088 #define TEXTURE_2D_ARRAY_BIT (1 << TEXTURE_2D_ARRAY_INDEX)
1089 #define TEXTURE_1D_ARRAY_BIT (1 << TEXTURE_1D_ARRAY_INDEX)
1090 #define TEXTURE_EXTERNAL_BIT (1 << TEXTURE_EXTERNAL_INDEX)
1091 #define TEXTURE_CUBE_BIT (1 << TEXTURE_CUBE_INDEX)
1092 #define TEXTURE_3D_BIT (1 << TEXTURE_3D_INDEX)
1093 #define TEXTURE_RECT_BIT (1 << TEXTURE_RECT_INDEX)
1094 #define TEXTURE_2D_BIT (1 << TEXTURE_2D_INDEX)
1095 #define TEXTURE_1D_BIT (1 << TEXTURE_1D_INDEX)
1096 /*@}*/
1097
1098
1099 /**
1100 * Texture image state. Drivers will typically create a subclass of this
1101 * with extra fields for memory buffers, etc.
1102 */
1103 struct gl_texture_image
1104 {
1105 GLint InternalFormat; /**< Internal format as given by the user */
1106 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_ALPHA,
1107 * GL_LUMINANCE, GL_LUMINANCE_ALPHA,
1108 * GL_INTENSITY, GL_DEPTH_COMPONENT or
1109 * GL_DEPTH_STENCIL_EXT only. Used for
1110 * choosing TexEnv arithmetic.
1111 */
1112 gl_format TexFormat; /**< The actual texture memory format */
1113
1114 GLuint Border; /**< 0 or 1 */
1115 GLuint Width; /**< = 2^WidthLog2 + 2*Border */
1116 GLuint Height; /**< = 2^HeightLog2 + 2*Border */
1117 GLuint Depth; /**< = 2^DepthLog2 + 2*Border */
1118 GLuint Width2; /**< = Width - 2*Border */
1119 GLuint Height2; /**< = Height - 2*Border */
1120 GLuint Depth2; /**< = Depth - 2*Border */
1121 GLuint WidthLog2; /**< = log2(Width2) */
1122 GLuint HeightLog2; /**< = log2(Height2) */
1123 GLuint DepthLog2; /**< = log2(Depth2) */
1124 GLuint MaxNumLevels; /**< = maximum possible number of mipmap
1125 levels, computed from the dimensions */
1126
1127 struct gl_texture_object *TexObject; /**< Pointer back to parent object */
1128 GLuint Level; /**< Which mipmap level am I? */
1129 /** Cube map face: index into gl_texture_object::Image[] array */
1130 GLuint Face;
1131
1132 /** GL_ARB_texture_multisample */
1133 GLuint NumSamples; /**< Sample count, or 0 for non-multisample */
1134 GLboolean FixedSampleLocations; /**< Same sample locations for all pixels? */
1135 };
1136
1137
1138 /**
1139 * Indexes for cube map faces.
1140 */
1141 typedef enum
1142 {
1143 FACE_POS_X = 0,
1144 FACE_NEG_X = 1,
1145 FACE_POS_Y = 2,
1146 FACE_NEG_Y = 3,
1147 FACE_POS_Z = 4,
1148 FACE_NEG_Z = 5,
1149 MAX_FACES = 6
1150 } gl_face_index;
1151
1152
1153 /**
1154 * Sampler object state. These objects are new with GL_ARB_sampler_objects
1155 * and OpenGL 3.3. Legacy texture objects also contain a sampler object.
1156 */
1157 struct gl_sampler_object
1158 {
1159 GLuint Name;
1160 GLint RefCount;
1161 GLchar *Label; /**< GL_KHR_debug */
1162
1163 GLenum WrapS; /**< S-axis texture image wrap mode */
1164 GLenum WrapT; /**< T-axis texture image wrap mode */
1165 GLenum WrapR; /**< R-axis texture image wrap mode */
1166 GLenum MinFilter; /**< minification filter */
1167 GLenum MagFilter; /**< magnification filter */
1168 union gl_color_union BorderColor; /**< Interpreted according to texture format */
1169 GLfloat MinLod; /**< min lambda, OpenGL 1.2 */
1170 GLfloat MaxLod; /**< max lambda, OpenGL 1.2 */
1171 GLfloat LodBias; /**< OpenGL 1.4 */
1172 GLfloat MaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
1173 GLenum CompareMode; /**< GL_ARB_shadow */
1174 GLenum CompareFunc; /**< GL_ARB_shadow */
1175 GLenum sRGBDecode; /**< GL_DECODE_EXT or GL_SKIP_DECODE_EXT */
1176 GLboolean CubeMapSeamless; /**< GL_AMD_seamless_cubemap_per_texture */
1177 };
1178
1179
1180 /**
1181 * Texture object state. Contains the array of mipmap images, border color,
1182 * wrap modes, filter modes, and shadow/texcompare state.
1183 */
1184 struct gl_texture_object
1185 {
1186 _glthread_Mutex Mutex; /**< for thread safety */
1187 GLint RefCount; /**< reference count */
1188 GLuint Name; /**< the user-visible texture object ID */
1189 GLchar *Label; /**< GL_KHR_debug */
1190 GLenum Target; /**< GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
1191
1192 struct gl_sampler_object Sampler;
1193
1194 GLenum DepthMode; /**< GL_ARB_depth_texture */
1195
1196 GLfloat Priority; /**< in [0,1] */
1197 GLint BaseLevel; /**< min mipmap level, OpenGL 1.2 */
1198 GLint MaxLevel; /**< max mipmap level, OpenGL 1.2 */
1199 GLint ImmutableLevels; /**< ES 3.0 / ARB_texture_view */
1200 GLint _MaxLevel; /**< actual max mipmap level (q in the spec) */
1201 GLfloat _MaxLambda; /**< = _MaxLevel - BaseLevel (q - p in spec) */
1202 GLint CropRect[4]; /**< GL_OES_draw_texture */
1203 GLenum Swizzle[4]; /**< GL_EXT_texture_swizzle */
1204 GLuint _Swizzle; /**< same as Swizzle, but SWIZZLE_* format */
1205 GLboolean GenerateMipmap; /**< GL_SGIS_generate_mipmap */
1206 GLboolean _BaseComplete; /**< Is the base texture level valid? */
1207 GLboolean _MipmapComplete; /**< Is the whole mipmap valid? */
1208 GLboolean _IsIntegerFormat; /**< Does the texture store integer values? */
1209 GLboolean _RenderToTexture; /**< Any rendering to this texture? */
1210 GLboolean Purgeable; /**< Is the buffer purgeable under memory
1211 pressure? */
1212 GLboolean Immutable; /**< GL_ARB_texture_storage */
1213
1214 GLuint MinLevel; /**< GL_ARB_texture_view */
1215 GLuint MinLayer; /**< GL_ARB_texture_view */
1216 GLuint NumLevels; /**< GL_ARB_texture_view */
1217 GLuint NumLayers; /**< GL_ARB_texture_view */
1218
1219 /** Actual texture images, indexed by [cube face] and [mipmap level] */
1220 struct gl_texture_image *Image[MAX_FACES][MAX_TEXTURE_LEVELS];
1221
1222 /** GL_ARB_texture_buffer_object */
1223 struct gl_buffer_object *BufferObject;
1224 GLenum BufferObjectFormat;
1225 /** Equivalent Mesa format for BufferObjectFormat. */
1226 gl_format _BufferObjectFormat;
1227 /** GL_ARB_texture_buffer_range */
1228 GLintptr BufferOffset;
1229 GLsizeiptr BufferSize; /**< if this is -1, use BufferObject->Size instead */
1230
1231 /** GL_OES_EGL_image_external */
1232 GLint RequiredTextureImageUnits;
1233 };
1234
1235
1236 /** Up to four combiner sources are possible with GL_NV_texture_env_combine4 */
1237 #define MAX_COMBINER_TERMS 4
1238
1239
1240 /**
1241 * Texture combine environment state.
1242 */
1243 struct gl_tex_env_combine_state
1244 {
1245 GLenum ModeRGB; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1246 GLenum ModeA; /**< GL_REPLACE, GL_DECAL, GL_ADD, etc. */
1247 /** Source terms: GL_PRIMARY_COLOR, GL_TEXTURE, etc */
1248 GLenum SourceRGB[MAX_COMBINER_TERMS];
1249 GLenum SourceA[MAX_COMBINER_TERMS];
1250 /** Source operands: GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, etc */
1251 GLenum OperandRGB[MAX_COMBINER_TERMS];
1252 GLenum OperandA[MAX_COMBINER_TERMS];
1253 GLuint ScaleShiftRGB; /**< 0, 1 or 2 */
1254 GLuint ScaleShiftA; /**< 0, 1 or 2 */
1255 GLuint _NumArgsRGB; /**< Number of inputs used for the RGB combiner */
1256 GLuint _NumArgsA; /**< Number of inputs used for the A combiner */
1257 };
1258
1259
1260 /**
1261 * TexGenEnabled flags.
1262 */
1263 /*@{*/
1264 #define S_BIT 1
1265 #define T_BIT 2
1266 #define R_BIT 4
1267 #define Q_BIT 8
1268 #define STR_BITS (S_BIT | T_BIT | R_BIT)
1269 /*@}*/
1270
1271
1272 /**
1273 * Bit flag versions of the corresponding GL_ constants.
1274 */
1275 /*@{*/
1276 #define TEXGEN_SPHERE_MAP 0x1
1277 #define TEXGEN_OBJ_LINEAR 0x2
1278 #define TEXGEN_EYE_LINEAR 0x4
1279 #define TEXGEN_REFLECTION_MAP_NV 0x8
1280 #define TEXGEN_NORMAL_MAP_NV 0x10
1281
1282 #define TEXGEN_NEED_NORMALS (TEXGEN_SPHERE_MAP | \
1283 TEXGEN_REFLECTION_MAP_NV | \
1284 TEXGEN_NORMAL_MAP_NV)
1285 #define TEXGEN_NEED_EYE_COORD (TEXGEN_SPHERE_MAP | \
1286 TEXGEN_REFLECTION_MAP_NV | \
1287 TEXGEN_NORMAL_MAP_NV | \
1288 TEXGEN_EYE_LINEAR)
1289 /*@}*/
1290
1291
1292
1293 /** Tex-gen enabled for texture unit? */
1294 #define ENABLE_TEXGEN(unit) (1 << (unit))
1295
1296 /** Non-identity texture matrix for texture unit? */
1297 #define ENABLE_TEXMAT(unit) (1 << (unit))
1298
1299
1300 /**
1301 * Texture coord generation state.
1302 */
1303 struct gl_texgen
1304 {
1305 GLenum Mode; /**< GL_EYE_LINEAR, GL_SPHERE_MAP, etc */
1306 GLbitfield _ModeBit; /**< TEXGEN_x bit corresponding to Mode */
1307 GLfloat ObjectPlane[4];
1308 GLfloat EyePlane[4];
1309 };
1310
1311
1312 /**
1313 * Texture unit state. Contains enable flags, texture environment/function/
1314 * combiners, texgen state, and pointers to current texture objects.
1315 */
1316 struct gl_texture_unit
1317 {
1318 GLbitfield Enabled; /**< bitmask of TEXTURE_*_BIT flags */
1319 GLbitfield _ReallyEnabled; /**< 0 or exactly one of TEXTURE_*_BIT flags */
1320
1321 GLenum EnvMode; /**< GL_MODULATE, GL_DECAL, GL_BLEND, etc. */
1322 GLclampf EnvColor[4];
1323 GLfloat EnvColorUnclamped[4];
1324
1325 struct gl_texgen GenS;
1326 struct gl_texgen GenT;
1327 struct gl_texgen GenR;
1328 struct gl_texgen GenQ;
1329 GLbitfield TexGenEnabled; /**< Bitwise-OR of [STRQ]_BIT values */
1330 GLbitfield _GenFlags; /**< Bitwise-OR of Gen[STRQ]._ModeBit */
1331
1332 GLfloat LodBias; /**< for biasing mipmap levels */
1333 GLenum BumpTarget;
1334 GLfloat RotMatrix[4]; /* 2x2 matrix */
1335
1336 /** Current sampler object (GL_ARB_sampler_objects) */
1337 struct gl_sampler_object *Sampler;
1338
1339 /**
1340 * \name GL_EXT_texture_env_combine
1341 */
1342 struct gl_tex_env_combine_state Combine;
1343
1344 /**
1345 * Derived state based on \c EnvMode and the \c BaseFormat of the
1346 * currently enabled texture.
1347 */
1348 struct gl_tex_env_combine_state _EnvMode;
1349
1350 /**
1351 * Currently enabled combiner state. This will point to either
1352 * \c Combine or \c _EnvMode.
1353 */
1354 struct gl_tex_env_combine_state *_CurrentCombine;
1355
1356 /** Current texture object pointers */
1357 struct gl_texture_object *CurrentTex[NUM_TEXTURE_TARGETS];
1358
1359 /** Points to highest priority, complete and enabled texture object */
1360 struct gl_texture_object *_Current;
1361 };
1362
1363
1364 /**
1365 * Texture attribute group (GL_TEXTURE_BIT).
1366 */
1367 struct gl_texture_attrib
1368 {
1369 GLuint CurrentUnit; /**< GL_ACTIVE_TEXTURE */
1370 struct gl_texture_unit Unit[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1371
1372 struct gl_texture_object *ProxyTex[NUM_TEXTURE_TARGETS];
1373
1374 /** GL_ARB_texture_buffer_object */
1375 struct gl_buffer_object *BufferObject;
1376
1377 /** GL_ARB_seamless_cubemap */
1378 GLboolean CubeMapSeamless;
1379
1380 /** Texture units/samplers used by vertex or fragment texturing */
1381 GLbitfield _EnabledUnits;
1382
1383 /** Texture coord units/sets used for fragment texturing */
1384 GLbitfield _EnabledCoordUnits;
1385
1386 /** Texture coord units that have texgen enabled */
1387 GLbitfield _TexGenEnabled;
1388
1389 /** Texture coord units that have non-identity matrices */
1390 GLbitfield _TexMatEnabled;
1391
1392 /** Bitwise-OR of all Texture.Unit[i]._GenFlags */
1393 GLbitfield _GenFlags;
1394 };
1395
1396
1397 /**
1398 * Data structure representing a single clip plane (e.g. one of the elements
1399 * of the ctx->Transform.EyeUserPlane or ctx->Transform._ClipUserPlane array).
1400 */
1401 typedef GLfloat gl_clip_plane[4];
1402
1403
1404 /**
1405 * Transformation attribute group (GL_TRANSFORM_BIT).
1406 */
1407 struct gl_transform_attrib
1408 {
1409 GLenum MatrixMode; /**< Matrix mode */
1410 gl_clip_plane EyeUserPlane[MAX_CLIP_PLANES]; /**< User clip planes */
1411 gl_clip_plane _ClipUserPlane[MAX_CLIP_PLANES]; /**< derived */
1412 GLbitfield ClipPlanesEnabled; /**< on/off bitmask */
1413 GLboolean Normalize; /**< Normalize all normals? */
1414 GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
1415 GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
1416 GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
1417
1418 GLfloat CullEyePos[4];
1419 GLfloat CullObjPos[4];
1420 };
1421
1422
1423 /**
1424 * Viewport attribute group (GL_VIEWPORT_BIT).
1425 */
1426 struct gl_viewport_attrib
1427 {
1428 GLint X, Y; /**< position */
1429 GLsizei Width, Height; /**< size */
1430 GLfloat Near, Far; /**< Depth buffer range */
1431 GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
1432 };
1433
1434
1435 /**
1436 * GL_ARB_vertex/pixel_buffer_object buffer object
1437 */
1438 struct gl_buffer_object
1439 {
1440 _glthread_Mutex Mutex;
1441 GLint RefCount;
1442 GLuint Name;
1443 GLchar *Label; /**< GL_KHR_debug */
1444 GLenum Usage; /**< GL_STREAM_DRAW_ARB, GL_STREAM_READ_ARB, etc. */
1445 GLsizeiptrARB Size; /**< Size of buffer storage in bytes */
1446 GLubyte *Data; /**< Location of storage either in RAM or VRAM. */
1447 /** Fields describing a mapped buffer */
1448 /*@{*/
1449 GLbitfield AccessFlags; /**< Mask of GL_MAP_x_BIT flags */
1450 GLvoid *Pointer; /**< User-space address of mapping */
1451 GLintptr Offset; /**< Mapped offset */
1452 GLsizeiptr Length; /**< Mapped length */
1453 /*@}*/
1454 GLboolean DeletePending; /**< true if buffer object is removed from the hash */
1455 GLboolean Written; /**< Ever written to? (for debugging) */
1456 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
1457 };
1458
1459
1460 /**
1461 * Client pixel packing/unpacking attributes
1462 */
1463 struct gl_pixelstore_attrib
1464 {
1465 GLint Alignment;
1466 GLint RowLength;
1467 GLint SkipPixels;
1468 GLint SkipRows;
1469 GLint ImageHeight;
1470 GLint SkipImages;
1471 GLboolean SwapBytes;
1472 GLboolean LsbFirst;
1473 GLboolean Invert; /**< GL_MESA_pack_invert */
1474 struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
1475 };
1476
1477
1478 /**
1479 * Client vertex array attributes
1480 */
1481 struct gl_client_array
1482 {
1483 GLint Size; /**< components per element (1,2,3,4) */
1484 GLenum Type; /**< datatype: GL_FLOAT, GL_INT, etc */
1485 GLenum Format; /**< default: GL_RGBA, but may be GL_BGRA */
1486 GLsizei Stride; /**< user-specified stride */
1487 GLsizei StrideB; /**< actual stride in bytes */
1488 const GLubyte *Ptr; /**< Points to array data */
1489 GLboolean Enabled; /**< Enabled flag is a boolean */
1490 GLboolean Normalized; /**< GL_ARB_vertex_program */
1491 GLboolean Integer; /**< Integer-valued? */
1492 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1493 GLuint _ElementSize; /**< size of each element in bytes */
1494
1495 struct gl_buffer_object *BufferObj;/**< GL_ARB_vertex_buffer_object */
1496 GLuint _MaxElement; /**< max element index into array buffer + 1 */
1497 };
1498
1499
1500 /**
1501 * Vertex attribute array as seen by the client.
1502 *
1503 * Contains the size, type, format and normalization flag,
1504 * along with the index of a vertex buffer binding point.
1505 *
1506 * Note that the Stride field corresponds to VERTEX_ATTRIB_ARRAY_STRIDE
1507 * and is only present for backwards compatibility reasons.
1508 * Rendering always uses VERTEX_BINDING_STRIDE.
1509 * The gl*Pointer() functions will set VERTEX_ATTRIB_ARRAY_STRIDE
1510 * and VERTEX_BINDING_STRIDE to the same value, while
1511 * glBindVertexBuffer() will only set VERTEX_BINDING_STRIDE.
1512 */
1513 struct gl_vertex_attrib_array
1514 {
1515 GLint Size; /**< Components per element (1,2,3,4) */
1516 GLenum Type; /**< Datatype: GL_FLOAT, GL_INT, etc */
1517 GLenum Format; /**< Default: GL_RGBA, but may be GL_BGRA */
1518 GLsizei Stride; /**< Stride as specified with gl*Pointer() */
1519 const GLubyte *Ptr; /**< Points to client array data. Not used when a VBO is bound */
1520 GLintptr RelativeOffset; /**< Offset of the first element relative to the binding offset */
1521 GLboolean Enabled; /**< Whether the array is enabled */
1522 GLboolean Normalized; /**< Fixed-point values are normalized when converted to floats */
1523 GLboolean Integer; /**< Fixed-point values are not converted to floats */
1524 GLuint _ElementSize; /**< Size of each element in bytes */
1525 GLuint VertexBinding; /**< Vertex buffer binding */
1526 };
1527
1528
1529 /**
1530 * This describes the buffer object used for a vertex array (or
1531 * multiple vertex arrays). If BufferObj points to the default/null
1532 * buffer object, then the vertex array lives in user memory and not a VBO.
1533 */
1534 struct gl_vertex_buffer_binding
1535 {
1536 GLintptr Offset; /**< User-specified offset */
1537 GLsizei Stride; /**< User-specified stride */
1538 GLuint InstanceDivisor; /**< GL_ARB_instanced_arrays */
1539 struct gl_buffer_object *BufferObj; /**< GL_ARB_vertex_buffer_object */
1540 GLbitfield64 _BoundArrays; /**< Arrays bound to this binding point */
1541 };
1542
1543
1544 /**
1545 * Collection of vertex arrays. Defined by the GL_APPLE_vertex_array_object
1546 * extension, but a nice encapsulation in any case.
1547 */
1548 struct gl_array_object
1549 {
1550 /** Name of the array object as received from glGenVertexArrayAPPLE. */
1551 GLuint Name;
1552 GLchar *Label; /**< GL_KHR_debug */
1553
1554 GLint RefCount;
1555 _glthread_Mutex Mutex;
1556
1557 /**
1558 * Does the VAO use ARB semantics or Apple semantics?
1559 *
1560 * There are several ways in which ARB_vertex_array_object and
1561 * APPLE_vertex_array_object VAOs have differing semantics. At the very
1562 * least,
1563 *
1564 * - ARB VAOs require that all array data be sourced from vertex buffer
1565 * objects, but Apple VAOs do not.
1566 *
1567 * - ARB VAOs require that names come from GenVertexArrays.
1568 *
1569 * This flag notes which behavior governs this VAO.
1570 */
1571 GLboolean ARBsemantics;
1572
1573 /**
1574 * Has this array object been bound?
1575 */
1576 GLboolean EverBound;
1577
1578 /** Derived vertex attribute arrays */
1579 struct gl_client_array _VertexAttrib[VERT_ATTRIB_MAX];
1580
1581 /** Vertex attribute arrays */
1582 struct gl_vertex_attrib_array VertexAttrib[VERT_ATTRIB_MAX];
1583
1584 /** Vertex buffer bindings */
1585 struct gl_vertex_buffer_binding VertexBinding[VERT_ATTRIB_MAX];
1586
1587 /** Mask of VERT_BIT_* values indicating which arrays are enabled */
1588 GLbitfield64 _Enabled;
1589
1590 /** Mask of VERT_BIT_* values indicating changed/dirty arrays */
1591 GLbitfield64 NewArrays;
1592
1593 /**
1594 * Min of all enabled arrays' _MaxElement. When arrays reside inside VBOs
1595 * we can determine the max legal (in bounds) glDrawElements array index.
1596 */
1597 GLuint _MaxElement;
1598
1599 struct gl_buffer_object *ElementArrayBufferObj;
1600 };
1601
1602
1603 /**
1604 * Vertex array state
1605 */
1606 struct gl_array_attrib
1607 {
1608 /** Currently bound array object. See _mesa_BindVertexArrayAPPLE() */
1609 struct gl_array_object *ArrayObj;
1610
1611 /** The default vertex array object */
1612 struct gl_array_object *DefaultArrayObj;
1613
1614 /** Array objects (GL_ARB/APPLE_vertex_array_object) */
1615 struct _mesa_HashTable *Objects;
1616
1617 GLint ActiveTexture; /**< Client Active Texture */
1618 GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
1619 GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
1620
1621 /**
1622 * \name Primitive restart controls
1623 *
1624 * Primitive restart is enabled if either \c PrimitiveRestart or
1625 * \c PrimitiveRestartFixedIndex is set.
1626 */
1627 /*@{*/
1628 GLboolean PrimitiveRestart;
1629 GLboolean PrimitiveRestartFixedIndex;
1630 GLboolean _PrimitiveRestart;
1631 GLuint RestartIndex;
1632 /*@}*/
1633
1634 /* GL_ARB_vertex_buffer_object */
1635 struct gl_buffer_object *ArrayBufferObj;
1636
1637 /**
1638 * Vertex arrays as consumed by a driver.
1639 * The array pointer is set up only by the VBO module.
1640 */
1641 const struct gl_client_array **_DrawArrays; /**< 0..VERT_ATTRIB_MAX-1 */
1642 };
1643
1644
1645 /**
1646 * Feedback buffer state
1647 */
1648 struct gl_feedback
1649 {
1650 GLenum Type;
1651 GLbitfield _Mask; /**< FB_* bits */
1652 GLfloat *Buffer;
1653 GLuint BufferSize;
1654 GLuint Count;
1655 };
1656
1657
1658 /**
1659 * Selection buffer state
1660 */
1661 struct gl_selection
1662 {
1663 GLuint *Buffer; /**< selection buffer */
1664 GLuint BufferSize; /**< size of the selection buffer */
1665 GLuint BufferCount; /**< number of values in the selection buffer */
1666 GLuint Hits; /**< number of records in the selection buffer */
1667 GLuint NameStackDepth; /**< name stack depth */
1668 GLuint NameStack[MAX_NAME_STACK_DEPTH]; /**< name stack */
1669 GLboolean HitFlag; /**< hit flag */
1670 GLfloat HitMinZ; /**< minimum hit depth */
1671 GLfloat HitMaxZ; /**< maximum hit depth */
1672 };
1673
1674
1675 /**
1676 * 1-D Evaluator control points
1677 */
1678 struct gl_1d_map
1679 {
1680 GLuint Order; /**< Number of control points */
1681 GLfloat u1, u2, du; /**< u1, u2, 1.0/(u2-u1) */
1682 GLfloat *Points; /**< Points to contiguous control points */
1683 };
1684
1685
1686 /**
1687 * 2-D Evaluator control points
1688 */
1689 struct gl_2d_map
1690 {
1691 GLuint Uorder; /**< Number of control points in U dimension */
1692 GLuint Vorder; /**< Number of control points in V dimension */
1693 GLfloat u1, u2, du;
1694 GLfloat v1, v2, dv;
1695 GLfloat *Points; /**< Points to contiguous control points */
1696 };
1697
1698
1699 /**
1700 * All evaluator control point state
1701 */
1702 struct gl_evaluators
1703 {
1704 /**
1705 * \name 1-D maps
1706 */
1707 /*@{*/
1708 struct gl_1d_map Map1Vertex3;
1709 struct gl_1d_map Map1Vertex4;
1710 struct gl_1d_map Map1Index;
1711 struct gl_1d_map Map1Color4;
1712 struct gl_1d_map Map1Normal;
1713 struct gl_1d_map Map1Texture1;
1714 struct gl_1d_map Map1Texture2;
1715 struct gl_1d_map Map1Texture3;
1716 struct gl_1d_map Map1Texture4;
1717 /*@}*/
1718
1719 /**
1720 * \name 2-D maps
1721 */
1722 /*@{*/
1723 struct gl_2d_map Map2Vertex3;
1724 struct gl_2d_map Map2Vertex4;
1725 struct gl_2d_map Map2Index;
1726 struct gl_2d_map Map2Color4;
1727 struct gl_2d_map Map2Normal;
1728 struct gl_2d_map Map2Texture1;
1729 struct gl_2d_map Map2Texture2;
1730 struct gl_2d_map Map2Texture3;
1731 struct gl_2d_map Map2Texture4;
1732 /*@}*/
1733 };
1734
1735
1736 struct gl_transform_feedback_varying_info
1737 {
1738 char *Name;
1739 GLenum Type;
1740 GLint Size;
1741 };
1742
1743
1744 /**
1745 * Per-output info vertex shaders for transform feedback.
1746 */
1747 struct gl_transform_feedback_output
1748 {
1749 unsigned OutputRegister;
1750 unsigned OutputBuffer;
1751 unsigned NumComponents;
1752
1753 /** offset (in DWORDs) of this output within the interleaved structure */
1754 unsigned DstOffset;
1755
1756 /**
1757 * Offset into the output register of the data to output. For example,
1758 * if NumComponents is 2 and ComponentOffset is 1, then the data to
1759 * offset is in the y and z components of the output register.
1760 */
1761 unsigned ComponentOffset;
1762 };
1763
1764
1765 /** Post-link transform feedback info. */
1766 struct gl_transform_feedback_info
1767 {
1768 unsigned NumOutputs;
1769
1770 /**
1771 * Number of transform feedback buffers in use by this program.
1772 */
1773 unsigned NumBuffers;
1774
1775 struct gl_transform_feedback_output *Outputs;
1776
1777 /** Transform feedback varyings used for the linking of this shader program.
1778 *
1779 * Use for glGetTransformFeedbackVarying().
1780 */
1781 struct gl_transform_feedback_varying_info *Varyings;
1782 GLint NumVarying;
1783
1784 /**
1785 * Total number of components stored in each buffer. This may be used by
1786 * hardware back-ends to determine the correct stride when interleaving
1787 * multiple transform feedback outputs in the same buffer.
1788 */
1789 unsigned BufferStride[MAX_FEEDBACK_BUFFERS];
1790 };
1791
1792
1793 /**
1794 * Transform feedback object state
1795 */
1796 struct gl_transform_feedback_object
1797 {
1798 GLuint Name; /**< AKA the object ID */
1799 GLchar *Label; /**< GL_KHR_debug */
1800 GLint RefCount;
1801 GLboolean Active; /**< Is transform feedback enabled? */
1802 GLboolean Paused; /**< Is transform feedback paused? */
1803 GLboolean EndedAnytime; /**< Has EndTransformFeedback been called
1804 at least once? */
1805 GLboolean EverBound; /**< Has this object been bound? */
1806
1807 /**
1808 * The shader program active when BeginTransformFeedback() was called.
1809 * When active and unpaused, this equals ctx->Shader.CurrentVertexProgram.
1810 */
1811 struct gl_shader_program *shader_program;
1812
1813 /**
1814 * GLES: if Active is true, remaining number of primitives which can be
1815 * rendered without overflow. This is necessary to track because GLES
1816 * requires us to generate INVALID_OPERATION if a call to glDrawArrays or
1817 * glDrawArraysInstanced would overflow transform feedback buffers.
1818 * Undefined if Active is false.
1819 *
1820 * Not tracked for desktop GL since it's unnecessary.
1821 */
1822 unsigned GlesRemainingPrims;
1823
1824 /** The feedback buffers */
1825 GLuint BufferNames[MAX_FEEDBACK_BUFFERS];
1826 struct gl_buffer_object *Buffers[MAX_FEEDBACK_BUFFERS];
1827
1828 /** Start of feedback data in dest buffer */
1829 GLintptr Offset[MAX_FEEDBACK_BUFFERS];
1830
1831 /**
1832 * Max data to put into dest buffer (in bytes). Computed based on
1833 * RequestedSize and the actual size of the buffer.
1834 */
1835 GLsizeiptr Size[MAX_FEEDBACK_BUFFERS];
1836
1837 /**
1838 * Size that was specified when the buffer was bound. If the buffer was
1839 * bound with glBindBufferBase() or glBindBufferOffsetEXT(), this value is
1840 * zero.
1841 */
1842 GLsizeiptr RequestedSize[MAX_FEEDBACK_BUFFERS];
1843 };
1844
1845
1846 /**
1847 * Context state for transform feedback.
1848 */
1849 struct gl_transform_feedback_state
1850 {
1851 GLenum Mode; /**< GL_POINTS, GL_LINES or GL_TRIANGLES */
1852
1853 /** The general binding point (GL_TRANSFORM_FEEDBACK_BUFFER) */
1854 struct gl_buffer_object *CurrentBuffer;
1855
1856 /** The table of all transform feedback objects */
1857 struct _mesa_HashTable *Objects;
1858
1859 /** The current xform-fb object (GL_TRANSFORM_FEEDBACK_BINDING) */
1860 struct gl_transform_feedback_object *CurrentObject;
1861
1862 /** The default xform-fb object (Name==0) */
1863 struct gl_transform_feedback_object *DefaultObject;
1864 };
1865
1866
1867 /**
1868 * A "performance monitor" as described in AMD_performance_monitor.
1869 */
1870 struct gl_perf_monitor_object
1871 {
1872 GLuint Name;
1873
1874 /** True if the monitor is currently active (Begin called but not End). */
1875 GLboolean Active;
1876
1877 /**
1878 * True if the monitor has ended.
1879 *
1880 * This is distinct from !Active because it may never have began.
1881 */
1882 GLboolean Ended;
1883
1884 /**
1885 * A list of groups with currently active counters.
1886 *
1887 * ActiveGroups[g] == n if there are n counters active from group 'g'.
1888 */
1889 unsigned *ActiveGroups;
1890
1891 /**
1892 * An array of bitsets, subscripted by group ID, then indexed by counter ID.
1893 *
1894 * Checking whether counter 'c' in group 'g' is active can be done via:
1895 *
1896 * BITSET_TEST(ActiveCounters[g], c)
1897 */
1898 GLuint **ActiveCounters;
1899 };
1900
1901
1902 union gl_perf_monitor_counter_value
1903 {
1904 float f;
1905 uint64_t u64;
1906 uint32_t u32;
1907 };
1908
1909
1910 struct gl_perf_monitor_counter
1911 {
1912 /** Human readable name for the counter. */
1913 const char *Name;
1914
1915 /**
1916 * Data type of the counter. Valid values are FLOAT, UNSIGNED_INT,
1917 * UNSIGNED_INT64_AMD, and PERCENTAGE_AMD.
1918 */
1919 GLenum Type;
1920
1921 /** Minimum counter value. */
1922 union gl_perf_monitor_counter_value Minimum;
1923
1924 /** Maximum counter value. */
1925 union gl_perf_monitor_counter_value Maximum;
1926 };
1927
1928
1929 struct gl_perf_monitor_group
1930 {
1931 /** Human readable name for the group. */
1932 const char *Name;
1933
1934 /**
1935 * Maximum number of counters in this group which can be active at the
1936 * same time.
1937 */
1938 GLuint MaxActiveCounters;
1939
1940 /** Array of counters within this group. */
1941 const struct gl_perf_monitor_counter *Counters;
1942 GLuint NumCounters;
1943 };
1944
1945
1946 /**
1947 * Context state for AMD_performance_monitor.
1948 */
1949 struct gl_perf_monitor_state
1950 {
1951 /** Array of performance monitor groups (indexed by group ID) */
1952 const struct gl_perf_monitor_group *Groups;
1953 GLuint NumGroups;
1954
1955 /** The table of all performance monitors. */
1956 struct _mesa_HashTable *Monitors;
1957 };
1958
1959
1960 /**
1961 * Names of the various vertex/fragment program register files, etc.
1962 *
1963 * NOTE: first four tokens must fit into 2 bits (see t_vb_arbprogram.c)
1964 * All values should fit in a 4-bit field.
1965 *
1966 * NOTE: PROGRAM_STATE_VAR, PROGRAM_CONSTANT, and PROGRAM_UNIFORM can all be
1967 * considered to be "uniform" variables since they can only be set outside
1968 * glBegin/End. They're also all stored in the same Parameters array.
1969 */
1970 typedef enum
1971 {
1972 PROGRAM_TEMPORARY, /**< machine->Temporary[] */
1973 PROGRAM_ARRAY, /**< Arrays & Matrixes */
1974 PROGRAM_INPUT, /**< machine->Inputs[] */
1975 PROGRAM_OUTPUT, /**< machine->Outputs[] */
1976 PROGRAM_STATE_VAR, /**< gl_program->Parameters[] */
1977 PROGRAM_CONSTANT, /**< gl_program->Parameters[] */
1978 PROGRAM_UNIFORM, /**< gl_program->Parameters[] */
1979 PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
1980 PROGRAM_ADDRESS, /**< machine->AddressReg */
1981 PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
1982 PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
1983 PROGRAM_UNDEFINED, /**< Invalid/TBD value */
1984 PROGRAM_FILE_MAX
1985 } gl_register_file;
1986
1987
1988 /**
1989 * If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
1990 * one of these values.
1991 */
1992 typedef enum
1993 {
1994 SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
1995 SYSTEM_VALUE_VERTEX_ID, /**< Vertex shader only */
1996 SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
1997 SYSTEM_VALUE_SAMPLE_ID, /**< Fragment shader only */
1998 SYSTEM_VALUE_SAMPLE_POS, /**< Fragment shader only */
1999 SYSTEM_VALUE_SAMPLE_MASK_IN, /**< Fragment shader only */
2000 SYSTEM_VALUE_MAX /**< Number of values */
2001 } gl_system_value;
2002
2003
2004 /**
2005 * The possible interpolation qualifiers that can be applied to a fragment
2006 * shader input in GLSL.
2007 *
2008 * Note: INTERP_QUALIFIER_NONE must be 0 so that memsetting the
2009 * gl_fragment_program data structure to 0 causes the default behavior.
2010 */
2011 enum glsl_interp_qualifier
2012 {
2013 INTERP_QUALIFIER_NONE = 0,
2014 INTERP_QUALIFIER_SMOOTH,
2015 INTERP_QUALIFIER_FLAT,
2016 INTERP_QUALIFIER_NOPERSPECTIVE,
2017 INTERP_QUALIFIER_COUNT /**< Number of interpolation qualifiers */
2018 };
2019
2020
2021 /**
2022 * \brief Layout qualifiers for gl_FragDepth.
2023 *
2024 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
2025 * a layout qualifier.
2026 *
2027 * \see enum ir_depth_layout
2028 */
2029 enum gl_frag_depth_layout
2030 {
2031 FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
2032 FRAG_DEPTH_LAYOUT_ANY,
2033 FRAG_DEPTH_LAYOUT_GREATER,
2034 FRAG_DEPTH_LAYOUT_LESS,
2035 FRAG_DEPTH_LAYOUT_UNCHANGED
2036 };
2037
2038
2039 /**
2040 * Base class for any kind of program object
2041 */
2042 struct gl_program
2043 {
2044 GLuint Id;
2045 GLubyte *String; /**< Null-terminated program text */
2046 GLint RefCount;
2047 GLenum Target; /**< GL_VERTEX/FRAGMENT_PROGRAM_ARB, GL_GEOMETRY_PROGRAM_NV */
2048 GLenum Format; /**< String encoding format */
2049
2050 struct prog_instruction *Instructions;
2051
2052 GLbitfield64 InputsRead; /**< Bitmask of which input regs are read */
2053 GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
2054 GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
2055 GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
2056 GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
2057 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; /**< TEXTURE_x_BIT bitmask */
2058 GLbitfield SamplersUsed; /**< Bitfield of which samplers are used */
2059 GLbitfield ShadowSamplers; /**< Texture units used for shadow sampling. */
2060
2061 GLboolean UsesGather; /**< Does this program use gather4 at all? */
2062
2063 /**
2064 * For vertex and geometry shaders, true if the program uses the
2065 * gl_ClipDistance output. Ignored for fragment shaders.
2066 */
2067 GLboolean UsesClipDistanceOut;
2068
2069
2070 /** Named parameters, constants, etc. from program text */
2071 struct gl_program_parameter_list *Parameters;
2072
2073 /**
2074 * Local parameters used by the program.
2075 *
2076 * It's dynamically allocated because it is rarely used (just
2077 * assembly-style programs), and MAX_PROGRAM_LOCAL_PARAMS entries once it's
2078 * allocated.
2079 */
2080 GLfloat (*LocalParams)[4];
2081
2082 /** Map from sampler unit to texture unit (set by glUniform1i()) */
2083 GLubyte SamplerUnits[MAX_SAMPLERS];
2084
2085 /** Bitmask of which register files are read/written with indirect
2086 * addressing. Mask of (1 << PROGRAM_x) bits.
2087 */
2088 GLbitfield IndirectRegisterFiles;
2089
2090 /** Logical counts */
2091 /*@{*/
2092 GLuint NumInstructions;
2093 GLuint NumTemporaries;
2094 GLuint NumParameters;
2095 GLuint NumAttributes;
2096 GLuint NumAddressRegs;
2097 GLuint NumAluInstructions;
2098 GLuint NumTexInstructions;
2099 GLuint NumTexIndirections;
2100 /*@}*/
2101 /** Native, actual h/w counts */
2102 /*@{*/
2103 GLuint NumNativeInstructions;
2104 GLuint NumNativeTemporaries;
2105 GLuint NumNativeParameters;
2106 GLuint NumNativeAttributes;
2107 GLuint NumNativeAddressRegs;
2108 GLuint NumNativeAluInstructions;
2109 GLuint NumNativeTexInstructions;
2110 GLuint NumNativeTexIndirections;
2111 /*@}*/
2112 };
2113
2114
2115 /** Vertex program object */
2116 struct gl_vertex_program
2117 {
2118 struct gl_program Base; /**< base class */
2119 GLboolean IsPositionInvariant;
2120 };
2121
2122
2123 /** Geometry program object */
2124 struct gl_geometry_program
2125 {
2126 struct gl_program Base; /**< base class */
2127
2128 GLint VerticesIn;
2129 GLint VerticesOut;
2130 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2131 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2132 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2133 GLboolean UsesEndPrimitive;
2134 };
2135
2136
2137 /** Fragment program object */
2138 struct gl_fragment_program
2139 {
2140 struct gl_program Base; /**< base class */
2141 GLboolean UsesKill; /**< shader uses KIL instruction */
2142 GLboolean UsesDFdy; /**< shader uses DDY instruction */
2143 GLboolean OriginUpperLeft;
2144 GLboolean PixelCenterInteger;
2145 enum gl_frag_depth_layout FragDepthLayout;
2146
2147 /**
2148 * GLSL interpolation qualifier associated with each fragment shader input.
2149 * For inputs that do not have an interpolation qualifier specified in
2150 * GLSL, the value is INTERP_QUALIFIER_NONE.
2151 */
2152 enum glsl_interp_qualifier InterpQualifier[VARYING_SLOT_MAX];
2153
2154 /**
2155 * Bitfield indicating, for each fragment shader input, 1 if that input
2156 * uses centroid interpolation, 0 otherwise. Unused inputs are 0.
2157 */
2158 GLbitfield64 IsCentroid;
2159
2160 /**
2161 * Bitfield indicating, for each fragment shader input, 1 if that input
2162 * uses sample interpolation, 0 otherwise. Unused inputs are 0.
2163 */
2164 GLbitfield64 IsSample;
2165 };
2166
2167
2168 /**
2169 * State common to vertex and fragment programs.
2170 */
2171 struct gl_program_state
2172 {
2173 GLint ErrorPos; /* GL_PROGRAM_ERROR_POSITION_ARB/NV */
2174 const char *ErrorString; /* GL_PROGRAM_ERROR_STRING_ARB/NV */
2175 };
2176
2177
2178 /**
2179 * Context state for vertex programs.
2180 */
2181 struct gl_vertex_program_state
2182 {
2183 GLboolean Enabled; /**< User-set GL_VERTEX_PROGRAM_ARB/NV flag */
2184 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2185 GLboolean PointSizeEnabled; /**< GL_VERTEX_PROGRAM_POINT_SIZE_ARB/NV */
2186 GLboolean TwoSideEnabled; /**< GL_VERTEX_PROGRAM_TWO_SIDE_ARB/NV */
2187 /** Computed two sided lighting for fixed function/programs. */
2188 GLboolean _TwoSideEnabled;
2189 struct gl_vertex_program *Current; /**< User-bound vertex program */
2190
2191 /** Currently enabled and valid vertex program (including internal
2192 * programs, user-defined vertex programs and GLSL vertex shaders).
2193 * This is the program we must use when rendering.
2194 */
2195 struct gl_vertex_program *_Current;
2196
2197 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2198
2199 /** Should fixed-function T&L be implemented with a vertex prog? */
2200 GLboolean _MaintainTnlProgram;
2201
2202 /** Program to emulate fixed-function T&L (see above) */
2203 struct gl_vertex_program *_TnlProgram;
2204
2205 /** Cache of fixed-function programs */
2206 struct gl_program_cache *Cache;
2207
2208 GLboolean _Overriden;
2209 };
2210
2211
2212 /**
2213 * Context state for geometry programs.
2214 */
2215 struct gl_geometry_program_state
2216 {
2217 GLboolean Enabled; /**< GL_ARB_GEOMETRY_SHADER4 */
2218 GLboolean _Enabled; /**< Enabled and valid program? */
2219 struct gl_geometry_program *Current; /**< user-bound geometry program */
2220
2221 /** Currently enabled and valid program (including internal programs
2222 * and compiled shader programs).
2223 */
2224 struct gl_geometry_program *_Current;
2225
2226 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2227
2228 /** Cache of fixed-function programs */
2229 struct gl_program_cache *Cache;
2230 };
2231
2232 /**
2233 * Context state for fragment programs.
2234 */
2235 struct gl_fragment_program_state
2236 {
2237 GLboolean Enabled; /**< User-set fragment program enable flag */
2238 GLboolean _Enabled; /**< Enabled and _valid_ user program? */
2239 struct gl_fragment_program *Current; /**< User-bound fragment program */
2240
2241 /** Currently enabled and valid fragment program (including internal
2242 * programs, user-defined fragment programs and GLSL fragment shaders).
2243 * This is the program we must use when rendering.
2244 */
2245 struct gl_fragment_program *_Current;
2246
2247 GLfloat Parameters[MAX_PROGRAM_ENV_PARAMS][4]; /**< Env params */
2248
2249 /** Should fixed-function texturing be implemented with a fragment prog? */
2250 GLboolean _MaintainTexEnvProgram;
2251
2252 /** Program to emulate fixed-function texture env/combine (see above) */
2253 struct gl_fragment_program *_TexEnvProgram;
2254
2255 /** Cache of fixed-function programs */
2256 struct gl_program_cache *Cache;
2257 };
2258
2259
2260 /**
2261 * ATI_fragment_shader runtime state
2262 */
2263 #define ATI_FS_INPUT_PRIMARY 0
2264 #define ATI_FS_INPUT_SECONDARY 1
2265
2266 struct atifs_instruction;
2267 struct atifs_setupinst;
2268
2269 /**
2270 * ATI fragment shader
2271 */
2272 struct ati_fragment_shader
2273 {
2274 GLuint Id;
2275 GLint RefCount;
2276 struct atifs_instruction *Instructions[2];
2277 struct atifs_setupinst *SetupInst[2];
2278 GLfloat Constants[8][4];
2279 GLbitfield LocalConstDef; /**< Indicates which constants have been set */
2280 GLubyte numArithInstr[2];
2281 GLubyte regsAssigned[2];
2282 GLubyte NumPasses; /**< 1 or 2 */
2283 GLubyte cur_pass;
2284 GLubyte last_optype;
2285 GLboolean interpinp1;
2286 GLboolean isValid;
2287 GLuint swizzlerq;
2288 };
2289
2290 /**
2291 * Context state for GL_ATI_fragment_shader
2292 */
2293 struct gl_ati_fragment_shader_state
2294 {
2295 GLboolean Enabled;
2296 GLboolean _Enabled; /**< enabled and valid shader? */
2297 GLboolean Compiling;
2298 GLfloat GlobalConstants[8][4];
2299 struct ati_fragment_shader *Current;
2300 };
2301
2302
2303 /** Set by #pragma directives */
2304 struct gl_sl_pragmas
2305 {
2306 GLboolean IgnoreOptimize; /**< ignore #pragma optimize(on/off) ? */
2307 GLboolean IgnoreDebug; /**< ignore #pragma debug(on/off) ? */
2308 GLboolean Optimize; /**< defaults on */
2309 GLboolean Debug; /**< defaults off */
2310 };
2311
2312
2313 /**
2314 * A GLSL vertex or fragment shader object.
2315 */
2316 struct gl_shader
2317 {
2318 /** GL_FRAGMENT_SHADER || GL_VERTEX_SHADER || GL_GEOMETRY_SHADER_ARB.
2319 * Must be the first field.
2320 */
2321 GLenum Type;
2322 gl_shader_stage Stage;
2323 GLuint Name; /**< AKA the handle */
2324 GLchar *Label; /**< GL_KHR_debug */
2325 GLint RefCount; /**< Reference count */
2326 GLboolean DeletePending;
2327 GLboolean CompileStatus;
2328 const GLchar *Source; /**< Source code string */
2329 GLuint SourceChecksum; /**< for debug/logging purposes */
2330 struct gl_program *Program; /**< Post-compile assembly code */
2331 GLchar *InfoLog;
2332 struct gl_sl_pragmas Pragmas;
2333
2334 unsigned Version; /**< GLSL version used for linking */
2335 GLboolean IsES; /**< True if this shader uses GLSL ES */
2336
2337 /**
2338 * \name Sampler tracking
2339 *
2340 * \note Each of these fields is only set post-linking.
2341 */
2342 /*@{*/
2343 unsigned num_samplers; /**< Number of samplers used by this shader. */
2344 GLbitfield active_samplers; /**< Bitfield of which samplers are used */
2345 GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
2346 /*@}*/
2347
2348 /**
2349 * Map from sampler unit to texture unit (set by glUniform1i())
2350 *
2351 * A sampler unit is associated with each sampler uniform by the linker.
2352 * The sampler unit associated with each uniform is stored in the
2353 * \c gl_uniform_storage::sampler field.
2354 */
2355 GLubyte SamplerUnits[MAX_SAMPLERS];
2356 /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
2357 gl_texture_index SamplerTargets[MAX_SAMPLERS];
2358
2359 /**
2360 * Number of default uniform block components used by this shader.
2361 *
2362 * This field is only set post-linking.
2363 */
2364 unsigned num_uniform_components;
2365
2366 /**
2367 * Number of combined uniform components used by this shader.
2368 *
2369 * This field is only set post-linking. It is the sum of the uniform block
2370 * sizes divided by sizeof(float), and num_uniform_compoennts.
2371 */
2372 unsigned num_combined_uniform_components;
2373
2374 /**
2375 * This shader's uniform block information.
2376 *
2377 * The offsets of the variables are assigned only for shaders in a program's
2378 * _LinkedShaders[].
2379 */
2380 struct gl_uniform_block *UniformBlocks;
2381 unsigned NumUniformBlocks;
2382
2383 struct exec_list *ir;
2384 struct glsl_symbol_table *symbols;
2385
2386 bool uses_builtin_functions;
2387
2388 /**
2389 * Geometry shader state from GLSL 1.50 layout qualifiers.
2390 */
2391 struct {
2392 GLint VerticesOut;
2393 /**
2394 * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
2395 * GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
2396 * shader.
2397 */
2398 GLenum InputType;
2399 /**
2400 * GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
2401 * it's not set in this shader.
2402 */
2403 GLenum OutputType;
2404 } Geom;
2405 };
2406
2407
2408 struct gl_uniform_buffer_variable
2409 {
2410 char *Name;
2411
2412 /**
2413 * Name of the uniform as seen by glGetUniformIndices.
2414 *
2415 * glGetUniformIndices requires that the block instance index \b not be
2416 * present in the name of queried uniforms.
2417 *
2418 * \note
2419 * \c gl_uniform_buffer_variable::IndexName and
2420 * \c gl_uniform_buffer_variable::Name may point to identical storage.
2421 */
2422 char *IndexName;
2423
2424 const struct glsl_type *Type;
2425 unsigned int Offset;
2426 GLboolean RowMajor;
2427 };
2428
2429
2430 enum gl_uniform_block_packing
2431 {
2432 ubo_packing_std140,
2433 ubo_packing_shared,
2434 ubo_packing_packed
2435 };
2436
2437
2438 struct gl_uniform_block
2439 {
2440 /** Declared name of the uniform block */
2441 char *Name;
2442
2443 /** Array of supplemental information about UBO ir_variables. */
2444 struct gl_uniform_buffer_variable *Uniforms;
2445 GLuint NumUniforms;
2446
2447 /**
2448 * Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
2449 * with glBindBufferBase to bind a buffer object to this uniform block. When
2450 * updated in the program, _NEW_BUFFER_OBJECT will be set.
2451 */
2452 GLuint Binding;
2453
2454 /**
2455 * Minimum size of a buffer object to back this uniform buffer
2456 * (GL_UNIFORM_BLOCK_DATA_SIZE).
2457 */
2458 GLuint UniformBufferSize;
2459
2460 /**
2461 * Layout specified in the shader
2462 *
2463 * This isn't accessible through the API, but it is used while
2464 * cross-validating uniform blocks.
2465 */
2466 enum gl_uniform_block_packing _Packing;
2467 };
2468
2469 /**
2470 * Structure that represents a reference to an atomic buffer from some
2471 * shader program.
2472 */
2473 struct gl_active_atomic_buffer
2474 {
2475 /** Uniform indices of the atomic counters declared within it. */
2476 GLuint *Uniforms;
2477 GLuint NumUniforms;
2478
2479 /** Binding point index associated with it. */
2480 GLuint Binding;
2481
2482 /** Minimum reasonable size it is expected to have. */
2483 GLuint MinimumSize;
2484
2485 /** Shader stages making use of it. */
2486 GLboolean StageReferences[MESA_SHADER_STAGES];
2487 };
2488
2489 /**
2490 * A GLSL program object.
2491 * Basically a linked collection of vertex and fragment shaders.
2492 */
2493 struct gl_shader_program
2494 {
2495 GLenum Type; /**< Always GL_SHADER_PROGRAM (internal token) */
2496 GLuint Name; /**< aka handle or ID */
2497 GLchar *Label; /**< GL_KHR_debug */
2498 GLint RefCount; /**< Reference count */
2499 GLboolean DeletePending;
2500
2501 /**
2502 * Is the application intending to glGetProgramBinary this program?
2503 */
2504 GLboolean BinaryRetreivableHint;
2505
2506 /**
2507 * Flags that the linker should not reject the program if it lacks
2508 * a vertex or fragment shader. GLES2 doesn't allow separate
2509 * shader objects, and would reject them. However, we internally
2510 * build separate shader objects for fixed function programs, which
2511 * we use for drivers/common/meta.c and for handling
2512 * _mesa_update_state with no program bound (for example in
2513 * glClear()).
2514 */
2515 GLboolean InternalSeparateShader;
2516
2517 GLuint NumShaders; /**< number of attached shaders */
2518 struct gl_shader **Shaders; /**< List of attached the shaders */
2519
2520 /**
2521 * User-defined attribute bindings
2522 *
2523 * These are set via \c glBindAttribLocation and are used to direct the
2524 * GLSL linker. These are \b not the values used in the compiled shader,
2525 * and they are \b not the values returned by \c glGetAttribLocation.
2526 */
2527 struct string_to_uint_map *AttributeBindings;
2528
2529 /**
2530 * User-defined fragment data bindings
2531 *
2532 * These are set via \c glBindFragDataLocation and are used to direct the
2533 * GLSL linker. These are \b not the values used in the compiled shader,
2534 * and they are \b not the values returned by \c glGetFragDataLocation.
2535 */
2536 struct string_to_uint_map *FragDataBindings;
2537 struct string_to_uint_map *FragDataIndexBindings;
2538
2539 /**
2540 * Transform feedback varyings last specified by
2541 * glTransformFeedbackVaryings().
2542 *
2543 * For the current set of transform feeedback varyings used for transform
2544 * feedback output, see LinkedTransformFeedback.
2545 */
2546 struct {
2547 GLenum BufferMode;
2548 GLuint NumVarying;
2549 GLchar **VaryingNames; /**< Array [NumVarying] of char * */
2550 } TransformFeedback;
2551
2552 /** Post-link transform feedback info. */
2553 struct gl_transform_feedback_info LinkedTransformFeedback;
2554
2555 /** Post-link gl_FragDepth layout for ARB_conservative_depth. */
2556 enum gl_frag_depth_layout FragDepthLayout;
2557
2558 /**
2559 * Geometry shader state - copied into gl_geometry_program by
2560 * _mesa_copy_linked_program_data().
2561 */
2562 struct {
2563 GLint VerticesIn;
2564 GLint VerticesOut;
2565 GLenum InputType; /**< GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
2566 GL_TRIANGLES, or GL_TRIANGLES_ADJACENCY_ARB */
2567 GLenum OutputType; /**< GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP */
2568 /**
2569 * True if gl_ClipDistance is written to. Copied into
2570 * gl_geometry_program by _mesa_copy_linked_program_data().
2571 */
2572 GLboolean UsesClipDistance;
2573 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2574 0 if not present. */
2575 GLboolean UsesEndPrimitive;
2576 } Geom;
2577
2578 /** Vertex shader state */
2579 struct {
2580 /**
2581 * True if gl_ClipDistance is written to. Copied into gl_vertex_program
2582 * by _mesa_copy_linked_program_data().
2583 */
2584 GLboolean UsesClipDistance;
2585 GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
2586 0 if not present. */
2587 } Vert;
2588
2589 /* post-link info: */
2590 unsigned NumUserUniformStorage;
2591 struct gl_uniform_storage *UniformStorage;
2592
2593 /**
2594 * Size of the gl_ClipDistance array that is output from the last pipeline
2595 * stage before the fragment shader.
2596 */
2597 unsigned LastClipDistanceArraySize;
2598
2599 struct gl_uniform_block *UniformBlocks;
2600 unsigned NumUniformBlocks;
2601
2602 /**
2603 * Scale factor for the uniform base location
2604 *
2605 * This is used to generate locations (returned by \c glGetUniformLocation)
2606 * of uniforms. The base location of the uniform is multiplied by this
2607 * value, and the array index is added.
2608 *
2609 * \note
2610 * Must be >= 1.
2611 *
2612 * \sa
2613 * _mesa_uniform_merge_location_offset, _mesa_uniform_split_location_offset
2614 */
2615 unsigned UniformLocationBaseScale;
2616
2617 /**
2618 * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
2619 * they're used in, or -1.
2620 *
2621 * This is used to maintain the Binding values of the stage's UniformBlocks[]
2622 * and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
2623 */
2624 int *UniformBlockStageIndex[MESA_SHADER_STAGES];
2625
2626 /**
2627 * Map of active uniform names to locations
2628 *
2629 * Maps any active uniform that is not an array element to a location.
2630 * Each active uniform, including individual structure members will appear
2631 * in this map. This roughly corresponds to the set of names that would be
2632 * enumerated by \c glGetActiveUniform.
2633 */
2634 struct string_to_uint_map *UniformHash;
2635
2636 struct gl_active_atomic_buffer *AtomicBuffers;
2637 unsigned NumAtomicBuffers;
2638
2639 GLboolean LinkStatus; /**< GL_LINK_STATUS */
2640 GLboolean Validated;
2641 GLboolean _Used; /**< Ever used for drawing? */
2642 GLchar *InfoLog;
2643
2644 unsigned Version; /**< GLSL version used for linking */
2645 GLboolean IsES; /**< True if this program uses GLSL ES */
2646
2647 /**
2648 * Per-stage shaders resulting from the first stage of linking.
2649 *
2650 * Set of linked shaders for this program. The array is accessed using the
2651 * \c MESA_SHADER_* defines. Entries for non-existent stages will be
2652 * \c NULL.
2653 */
2654 struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
2655 };
2656
2657
2658 #define GLSL_DUMP 0x1 /**< Dump shaders to stdout */
2659 #define GLSL_LOG 0x2 /**< Write shaders to files */
2660 #define GLSL_OPT 0x4 /**< Force optimizations (override pragmas) */
2661 #define GLSL_NO_OPT 0x8 /**< Force no optimizations (override pragmas) */
2662 #define GLSL_UNIFORMS 0x10 /**< Print glUniform calls */
2663 #define GLSL_NOP_VERT 0x20 /**< Force no-op vertex shaders */
2664 #define GLSL_NOP_FRAG 0x40 /**< Force no-op fragment shaders */
2665 #define GLSL_USE_PROG 0x80 /**< Log glUseProgram calls */
2666 #define GLSL_REPORT_ERRORS 0x100 /**< Print compilation errors */
2667 #define GLSL_DUMP_ON_ERROR 0x200 /**< Dump shaders to stderr on compile error */
2668
2669
2670 /**
2671 * Context state for GLSL vertex/fragment shaders.
2672 */
2673 struct gl_shader_state
2674 {
2675 /**
2676 * Programs used for rendering
2677 *
2678 * There is a separate program set for each shader stage. If
2679 * GL_EXT_separate_shader_objects is not supported, each of these must point
2680 * to \c NULL or to the same program.
2681 */
2682 struct gl_shader_program *CurrentVertexProgram;
2683 struct gl_shader_program *CurrentGeometryProgram;
2684 struct gl_shader_program *CurrentFragmentProgram;
2685
2686 struct gl_shader_program *_CurrentFragmentProgram;
2687
2688 /**
2689 * Program used by glUniform calls.
2690 *
2691 * Explicitly set by \c glUseProgram and \c glActiveProgramEXT.
2692 */
2693 struct gl_shader_program *ActiveProgram;
2694
2695 GLbitfield Flags; /**< Mask of GLSL_x flags */
2696 };
2697
2698
2699 /**
2700 * Compiler options for a single GLSL shaders type
2701 */
2702 struct gl_shader_compiler_options
2703 {
2704 /** Driver-selectable options: */
2705 GLboolean EmitCondCodes; /**< Use condition codes? */
2706 GLboolean EmitNoLoops;
2707 GLboolean EmitNoFunctions;
2708 GLboolean EmitNoCont; /**< Emit CONT opcode? */
2709 GLboolean EmitNoMainReturn; /**< Emit CONT/RET opcodes? */
2710 GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
2711 GLboolean EmitNoPow; /**< Emit POW opcodes? */
2712 GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
2713
2714 /**
2715 * \name Forms of indirect addressing the driver cannot do.
2716 */
2717 /*@{*/
2718 GLboolean EmitNoIndirectInput; /**< No indirect addressing of inputs */
2719 GLboolean EmitNoIndirectOutput; /**< No indirect addressing of outputs */
2720 GLboolean EmitNoIndirectTemp; /**< No indirect addressing of temps */
2721 GLboolean EmitNoIndirectUniform; /**< No indirect addressing of constants */
2722 /*@}*/
2723
2724 GLuint MaxIfDepth; /**< Maximum nested IF blocks */
2725 GLuint MaxUnrollIterations;
2726
2727 /**
2728 * Prefer DP4 instructions (rather than MUL/MAD) for matrix * vector
2729 * operations, such as position transformation.
2730 */
2731 GLboolean PreferDP4;
2732
2733 struct gl_sl_pragmas DefaultPragmas; /**< Default #pragma settings */
2734 };
2735
2736
2737 /**
2738 * Occlusion/timer query object.
2739 */
2740 struct gl_query_object
2741 {
2742 GLenum Target; /**< The query target, when active */
2743 GLuint Id; /**< hash table ID/name */
2744 GLchar *Label; /**< GL_KHR_debug */
2745 GLuint64EXT Result; /**< the counter */
2746 GLboolean Active; /**< inside Begin/EndQuery */
2747 GLboolean Ready; /**< result is ready? */
2748 GLboolean EverBound;/**< has query object ever been bound */
2749 };
2750
2751
2752 /**
2753 * Context state for query objects.
2754 */
2755 struct gl_query_state
2756 {
2757 struct _mesa_HashTable *QueryObjects;
2758 struct gl_query_object *CurrentOcclusionObject; /* GL_ARB_occlusion_query */
2759 struct gl_query_object *CurrentTimerObject; /* GL_EXT_timer_query */
2760
2761 /** GL_NV_conditional_render */
2762 struct gl_query_object *CondRenderQuery;
2763
2764 /** GL_EXT_transform_feedback */
2765 struct gl_query_object *PrimitivesGenerated;
2766 struct gl_query_object *PrimitivesWritten;
2767
2768 /** GL_ARB_timer_query */
2769 struct gl_query_object *TimeElapsed;
2770
2771 GLenum CondRenderMode;
2772 };
2773
2774
2775 /** Sync object state */
2776 struct gl_sync_object
2777 {
2778 GLenum Type; /**< GL_SYNC_FENCE */
2779 GLuint Name; /**< Fence name */
2780 GLchar *Label; /**< GL_KHR_debug */
2781 GLint RefCount; /**< Reference count */
2782 GLboolean DeletePending; /**< Object was deleted while there were still
2783 * live references (e.g., sync not yet finished)
2784 */
2785 GLenum SyncCondition;
2786 GLbitfield Flags; /**< Flags passed to glFenceSync */
2787 GLuint StatusFlag:1; /**< Has the sync object been signaled? */
2788 };
2789
2790
2791 /**
2792 * State which can be shared by multiple contexts:
2793 */
2794 struct gl_shared_state
2795 {
2796 _glthread_Mutex Mutex; /**< for thread safety */
2797 GLint RefCount; /**< Reference count */
2798 struct _mesa_HashTable *DisplayList; /**< Display lists hash table */
2799 struct _mesa_HashTable *TexObjects; /**< Texture objects hash table */
2800
2801 /** Default texture objects (shared by all texture units) */
2802 struct gl_texture_object *DefaultTex[NUM_TEXTURE_TARGETS];
2803
2804 /** Fallback texture used when a bound texture is incomplete */
2805 struct gl_texture_object *FallbackTex[NUM_TEXTURE_TARGETS];
2806
2807 /**
2808 * \name Thread safety and statechange notification for texture
2809 * objects.
2810 *
2811 * \todo Improve the granularity of locking.
2812 */
2813 /*@{*/
2814 _glthread_Mutex TexMutex; /**< texobj thread safety */
2815 GLuint TextureStateStamp; /**< state notification for shared tex */
2816 /*@}*/
2817
2818 /** Default buffer object for vertex arrays that aren't in VBOs */
2819 struct gl_buffer_object *NullBufferObj;
2820
2821 /**
2822 * \name Vertex/geometry/fragment programs
2823 */
2824 /*@{*/
2825 struct _mesa_HashTable *Programs; /**< All vertex/fragment programs */
2826 struct gl_vertex_program *DefaultVertexProgram;
2827 struct gl_fragment_program *DefaultFragmentProgram;
2828 struct gl_geometry_program *DefaultGeometryProgram;
2829 /*@}*/
2830
2831 /* GL_ATI_fragment_shader */
2832 struct _mesa_HashTable *ATIShaders;
2833 struct ati_fragment_shader *DefaultFragmentShader;
2834
2835 struct _mesa_HashTable *BufferObjects;
2836
2837 /** Table of both gl_shader and gl_shader_program objects */
2838 struct _mesa_HashTable *ShaderObjects;
2839
2840 /* GL_EXT_framebuffer_object */
2841 struct _mesa_HashTable *RenderBuffers;
2842 struct _mesa_HashTable *FrameBuffers;
2843
2844 /* GL_ARB_sync */
2845 struct set *SyncObjects;
2846
2847 /** GL_ARB_sampler_objects */
2848 struct _mesa_HashTable *SamplerObjects;
2849
2850 /**
2851 * Some context in this share group was affected by a GPU reset
2852 *
2853 * On the next call to \c glGetGraphicsResetStatus, contexts that have not
2854 * been affected by a GPU reset must also return
2855 * \c GL_INNOCENT_CONTEXT_RESET_ARB.
2856 *
2857 * Once this field becomes true, it is never reset to false.
2858 */
2859 bool ShareGroupReset;
2860 };
2861
2862
2863
2864 /**
2865 * Renderbuffers represent drawing surfaces such as color, depth and/or
2866 * stencil. A framebuffer object has a set of renderbuffers.
2867 * Drivers will typically derive subclasses of this type.
2868 */
2869 struct gl_renderbuffer
2870 {
2871 _glthread_Mutex Mutex; /**< for thread safety */
2872 GLuint ClassID; /**< Useful for drivers */
2873 GLuint Name;
2874 GLchar *Label; /**< GL_KHR_debug */
2875 GLint RefCount;
2876 GLuint Width, Height;
2877 GLuint Depth;
2878 GLboolean Purgeable; /**< Is the buffer purgeable under memory pressure? */
2879 GLboolean AttachedAnytime; /**< TRUE if it was attached to a framebuffer */
2880 /**
2881 * True for renderbuffers that wrap textures, giving the driver a chance to
2882 * flush render caches through the FinishRenderTexture hook.
2883 *
2884 * Drivers may also set this on renderbuffers other than those generated by
2885 * glFramebufferTexture(), though it means FinishRenderTexture() would be
2886 * called without a rb->TexImage.
2887 */
2888 GLboolean NeedsFinishRenderTexture;
2889 GLubyte NumSamples;
2890 GLenum InternalFormat; /**< The user-specified format */
2891 GLenum _BaseFormat; /**< Either GL_RGB, GL_RGBA, GL_DEPTH_COMPONENT or
2892 GL_STENCIL_INDEX. */
2893 gl_format Format; /**< The actual renderbuffer memory format */
2894 /**
2895 * Pointer to the texture image if this renderbuffer wraps a texture,
2896 * otherwise NULL.
2897 *
2898 * Note that the reference on the gl_texture_object containing this
2899 * TexImage is held by the gl_renderbuffer_attachment.
2900 */
2901 struct gl_texture_image *TexImage;
2902
2903 /** Delete this renderbuffer */
2904 void (*Delete)(struct gl_context *ctx, struct gl_renderbuffer *rb);
2905
2906 /** Allocate new storage for this renderbuffer */
2907 GLboolean (*AllocStorage)(struct gl_context *ctx,
2908 struct gl_renderbuffer *rb,
2909 GLenum internalFormat,
2910 GLuint width, GLuint height);
2911 };
2912
2913
2914 /**
2915 * A renderbuffer attachment points to either a texture object (and specifies
2916 * a mipmap level, cube face or 3D texture slice) or points to a renderbuffer.
2917 */
2918 struct gl_renderbuffer_attachment
2919 {
2920 GLenum Type; /**< \c GL_NONE or \c GL_TEXTURE or \c GL_RENDERBUFFER_EXT */
2921 GLboolean Complete;
2922
2923 /**
2924 * If \c Type is \c GL_RENDERBUFFER_EXT, this stores a pointer to the
2925 * application supplied renderbuffer object.
2926 */
2927 struct gl_renderbuffer *Renderbuffer;
2928
2929 /**
2930 * If \c Type is \c GL_TEXTURE, this stores a pointer to the application
2931 * supplied texture object.
2932 */
2933 struct gl_texture_object *Texture;
2934 GLuint TextureLevel; /**< Attached mipmap level. */
2935 GLuint CubeMapFace; /**< 0 .. 5, for cube map textures. */
2936 GLuint Zoffset; /**< Slice for 3D textures, or layer for both 1D
2937 * and 2D array textures */
2938 GLboolean Layered;
2939 };
2940
2941
2942 /**
2943 * A framebuffer is a collection of renderbuffers (color, depth, stencil, etc).
2944 * In C++ terms, think of this as a base class from which device drivers
2945 * will make derived classes.
2946 */
2947 struct gl_framebuffer
2948 {
2949 _glthread_Mutex Mutex; /**< for thread safety */
2950 /**
2951 * If zero, this is a window system framebuffer. If non-zero, this
2952 * is a FBO framebuffer; note that for some devices (i.e. those with
2953 * a natural pixel coordinate system for FBOs that differs from the
2954 * OpenGL/Mesa coordinate system), this means that the viewport,
2955 * polygon face orientation, and polygon stipple will have to be inverted.
2956 */
2957 GLuint Name;
2958 GLchar *Label; /**< GL_KHR_debug */
2959
2960 GLint RefCount;
2961 GLboolean DeletePending;
2962
2963 /**
2964 * The framebuffer's visual. Immutable if this is a window system buffer.
2965 * Computed from attachments if user-made FBO.
2966 */
2967 struct gl_config Visual;
2968
2969 GLuint Width, Height; /**< size of frame buffer in pixels */
2970
2971 /** \name Drawing bounds (Intersection of buffer size and scissor box) */
2972 /*@{*/
2973 GLint _Xmin, _Xmax; /**< inclusive */
2974 GLint _Ymin, _Ymax; /**< exclusive */
2975 /*@}*/
2976
2977 /** \name Derived Z buffer stuff */
2978 /*@{*/
2979 GLuint _DepthMax; /**< Max depth buffer value */
2980 GLfloat _DepthMaxF; /**< Float max depth buffer value */
2981 GLfloat _MRD; /**< minimum resolvable difference in Z values */
2982 /*@}*/
2983
2984 /** One of the GL_FRAMEBUFFER_(IN)COMPLETE_* tokens */
2985 GLenum _Status;
2986
2987 /** Integer color values */
2988 GLboolean _IntegerColor;
2989
2990 /* ARB_color_buffer_float */
2991 GLboolean _AllColorBuffersFixedPoint; /* no integer, no float */
2992 GLboolean _HasSNormOrFloatColorBuffer;
2993
2994 /** Array of all renderbuffer attachments, indexed by BUFFER_* tokens. */
2995 struct gl_renderbuffer_attachment Attachment[BUFFER_COUNT];
2996
2997 /* In unextended OpenGL these vars are part of the GL_COLOR_BUFFER
2998 * attribute group and GL_PIXEL attribute group, respectively.
2999 */
3000 GLenum ColorDrawBuffer[MAX_DRAW_BUFFERS];
3001 GLenum ColorReadBuffer;
3002
3003 /** Computed from ColorDraw/ReadBuffer above */
3004 GLuint _NumColorDrawBuffers;
3005 GLint _ColorDrawBufferIndexes[MAX_DRAW_BUFFERS]; /**< BUFFER_x or -1 */
3006 GLint _ColorReadBufferIndex; /* -1 = None */
3007 struct gl_renderbuffer *_ColorDrawBuffers[MAX_DRAW_BUFFERS];
3008 struct gl_renderbuffer *_ColorReadBuffer;
3009
3010 /**
3011 * The number of layers in the framebuffer, or 0 if the framebuffer is not
3012 * layered. For cube maps, this value is 6. For cube map arrays, this
3013 * value is the "depth" value passed to TexImage3D (always a multiple of
3014 * 6).
3015 */
3016 GLuint NumLayers;
3017
3018 /** Delete this framebuffer */
3019 void (*Delete)(struct gl_framebuffer *fb);
3020 };
3021
3022
3023 /**
3024 * Precision info for shader datatypes. See glGetShaderPrecisionFormat().
3025 */
3026 struct gl_precision
3027 {
3028 GLushort RangeMin; /**< min value exponent */
3029 GLushort RangeMax; /**< max value exponent */
3030 GLushort Precision; /**< number of mantissa bits */
3031 };
3032
3033
3034 /**
3035 * Limits for vertex, geometry and fragment programs/shaders.
3036 */
3037 struct gl_program_constants
3038 {
3039 /* logical limits */
3040 GLuint MaxInstructions;
3041 GLuint MaxAluInstructions;
3042 GLuint MaxTexInstructions;
3043 GLuint MaxTexIndirections;
3044 GLuint MaxAttribs;
3045 GLuint MaxTemps;
3046 GLuint MaxAddressRegs;
3047 GLuint MaxAddressOffset; /**< [-MaxAddressOffset, MaxAddressOffset-1] */
3048 GLuint MaxParameters;
3049 GLuint MaxLocalParams;
3050 GLuint MaxEnvParams;
3051 /* native/hardware limits */
3052 GLuint MaxNativeInstructions;
3053 GLuint MaxNativeAluInstructions;
3054 GLuint MaxNativeTexInstructions;
3055 GLuint MaxNativeTexIndirections;
3056 GLuint MaxNativeAttribs;
3057 GLuint MaxNativeTemps;
3058 GLuint MaxNativeAddressRegs;
3059 GLuint MaxNativeParameters;
3060 /* For shaders */
3061 GLuint MaxUniformComponents; /**< Usually == MaxParameters * 4 */
3062
3063 /**
3064 * \name Per-stage input / output limits
3065 *
3066 * Previous to OpenGL 3.2, the intrastage data limits were advertised with
3067 * a single value: GL_MAX_VARYING_COMPONENTS (GL_MAX_VARYING_VECTORS in
3068 * ES). This is stored as \c gl_constants::MaxVarying.
3069 *
3070 * Starting with OpenGL 3.2, the limits are advertised with per-stage
3071 * variables. Each stage as a certain number of outputs that it can feed
3072 * to the next stage and a certain number inputs that it can consume from
3073 * the previous stage.
3074 *
3075 * Vertex shader inputs do not participate this in this accounting.
3076 * These are tracked exclusively by \c gl_program_constants::MaxAttribs.
3077 *
3078 * Fragment shader outputs do not participate this in this accounting.
3079 * These are tracked exclusively by \c gl_constants::MaxDrawBuffers.
3080 */
3081 /*@{*/
3082 GLuint MaxInputComponents;
3083 GLuint MaxOutputComponents;
3084 /*@}*/
3085
3086 /* ES 2.0 and GL_ARB_ES2_compatibility */
3087 struct gl_precision LowFloat, MediumFloat, HighFloat;
3088 struct gl_precision LowInt, MediumInt, HighInt;
3089 /* GL_ARB_uniform_buffer_object */
3090 GLuint MaxUniformBlocks;
3091 GLuint MaxCombinedUniformComponents;
3092 GLuint MaxTextureImageUnits;
3093 /* GL_ARB_shader_atomic_counters */
3094 GLuint MaxAtomicBuffers;
3095 GLuint MaxAtomicCounters;
3096 };
3097
3098
3099 /**
3100 * Constants which may be overridden by device driver during context creation
3101 * but are never changed after that.
3102 */
3103 struct gl_constants
3104 {
3105 GLuint MaxTextureMbytes; /**< Max memory per image, in MB */
3106 GLuint MaxTextureLevels; /**< Max mipmap levels. */
3107 GLuint Max3DTextureLevels; /**< Max mipmap levels for 3D textures */
3108 GLuint MaxCubeTextureLevels; /**< Max mipmap levels for cube textures */
3109 GLuint MaxArrayTextureLayers; /**< Max layers in array textures */
3110 GLuint MaxTextureRectSize; /**< Max rectangle texture size, in pixes */
3111 GLuint MaxTextureCoordUnits;
3112 GLuint MaxCombinedTextureImageUnits;
3113 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */
3114 GLfloat MaxTextureMaxAnisotropy; /**< GL_EXT_texture_filter_anisotropic */
3115 GLfloat MaxTextureLodBias; /**< GL_EXT_texture_lod_bias */
3116 GLuint MaxTextureBufferSize; /**< GL_ARB_texture_buffer_object */
3117
3118 GLuint TextureBufferOffsetAlignment; /**< GL_ARB_texture_buffer_range */
3119
3120 GLuint MaxArrayLockSize;
3121
3122 GLint SubPixelBits;
3123
3124 GLfloat MinPointSize, MaxPointSize; /**< aliased */
3125 GLfloat MinPointSizeAA, MaxPointSizeAA; /**< antialiased */
3126 GLfloat PointSizeGranularity;
3127 GLfloat MinLineWidth, MaxLineWidth; /**< aliased */
3128 GLfloat MinLineWidthAA, MaxLineWidthAA; /**< antialiased */
3129 GLfloat LineWidthGranularity;
3130
3131 GLuint MaxClipPlanes;
3132 GLuint MaxLights;
3133 GLfloat MaxShininess; /**< GL_NV_light_max_exponent */
3134 GLfloat MaxSpotExponent; /**< GL_NV_light_max_exponent */
3135
3136 GLuint MaxViewportWidth, MaxViewportHeight;
3137
3138 struct gl_program_constants VertexProgram; /**< GL_ARB_vertex_program */
3139 struct gl_program_constants FragmentProgram; /**< GL_ARB_fragment_program */
3140 struct gl_program_constants GeometryProgram; /**< GL_ARB_geometry_shader4 */
3141 GLuint MaxProgramMatrices;
3142 GLuint MaxProgramMatrixStackDepth;
3143
3144 struct {
3145 GLuint SamplesPassed;
3146 GLuint TimeElapsed;
3147 GLuint Timestamp;
3148 GLuint PrimitivesGenerated;
3149 GLuint PrimitivesWritten;
3150 } QueryCounterBits;
3151
3152 /** vertex array / buffer object bounds checking */
3153 GLboolean CheckArrayBounds;
3154
3155 GLuint MaxDrawBuffers; /**< GL_ARB_draw_buffers */
3156
3157 GLuint MaxColorAttachments; /**< GL_EXT_framebuffer_object */
3158 GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
3159 GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
3160
3161 /** Number of varying vectors between any two shader stages. */
3162 GLuint MaxVarying;
3163
3164 /** @{
3165 * GL_ARB_uniform_buffer_object
3166 */
3167 GLuint MaxCombinedUniformBlocks;
3168 GLuint MaxUniformBufferBindings;
3169 GLuint MaxUniformBlockSize;
3170 GLuint UniformBufferOffsetAlignment;
3171 /** @} */
3172
3173 /** GL_ARB_geometry_shader4 */
3174 GLuint MaxGeometryOutputVertices;
3175 GLuint MaxGeometryTotalOutputComponents;
3176
3177 GLuint GLSLVersion; /**< GLSL version supported (ex: 120 = 1.20) */
3178
3179 /**
3180 * Changes default GLSL extension behavior from "error" to "warn". It's out
3181 * of spec, but it can make some apps work that otherwise wouldn't.
3182 */
3183 GLboolean ForceGLSLExtensionsWarn;
3184
3185 /**
3186 * If non-zero, forces GLSL shaders without the #version directive to behave
3187 * as if they began with "#version ForceGLSLVersion".
3188 */
3189 GLuint ForceGLSLVersion;
3190
3191 /**
3192 * Does the driver support real 32-bit integers? (Otherwise, integers are
3193 * simulated via floats.)
3194 */
3195 GLboolean NativeIntegers;
3196
3197 /**
3198 * If the driver supports real 32-bit integers, what integer value should be
3199 * used for boolean true in uniform uploads? (Usually 1 or ~0.)
3200 */
3201 GLuint UniformBooleanTrue;
3202
3203 /** Which texture units support GL_ATI_envmap_bumpmap as targets */
3204 GLbitfield SupportedBumpUnits;
3205
3206 /**
3207 * Maximum amount of time, measured in nanseconds, that the server can wait.
3208 */
3209 GLuint64 MaxServerWaitTimeout;
3210
3211 /** GL_EXT_provoking_vertex */
3212 GLboolean QuadsFollowProvokingVertexConvention;
3213
3214 /** OpenGL version 3.0 */
3215 GLbitfield ContextFlags; /**< Ex: GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */
3216
3217 /** OpenGL version 3.2 */
3218 GLbitfield ProfileMask; /**< Mask of CONTEXT_x_PROFILE_BIT */
3219
3220 /** GL_EXT_transform_feedback */
3221 GLuint MaxTransformFeedbackBuffers;
3222 GLuint MaxTransformFeedbackSeparateComponents;
3223 GLuint MaxTransformFeedbackInterleavedComponents;
3224 GLuint MaxVertexStreams;
3225
3226 /** GL_EXT_gpu_shader4 */
3227 GLint MinProgramTexelOffset, MaxProgramTexelOffset;
3228
3229 /** GL_ARB_texture_gather */
3230 GLuint MinProgramTextureGatherOffset;
3231 GLuint MaxProgramTextureGatherOffset;
3232 GLuint MaxProgramTextureGatherComponents;
3233
3234 /* GL_ARB_robustness */
3235 GLenum ResetStrategy;
3236
3237 /* GL_ARB_blend_func_extended */
3238 GLuint MaxDualSourceDrawBuffers;
3239
3240 /**
3241 * Whether the implementation strips out and ignores texture borders.
3242 *
3243 * Many GPU hardware implementations don't support rendering with texture
3244 * borders and mipmapped textures. (Note: not static border color, but the
3245 * old 1-pixel border around each edge). Implementations then have to do
3246 * slow fallbacks to be correct, or just ignore the border and be fast but
3247 * wrong. Setting the flag strips the border off of TexImage calls,
3248 * providing "fast but wrong" at significantly reduced driver complexity.
3249 *
3250 * Texture borders are deprecated in GL 3.0.
3251 **/
3252 GLboolean StripTextureBorder;
3253
3254 /**
3255 * For drivers which can do a better job at eliminating unused uniforms
3256 * than the GLSL compiler.
3257 *
3258 * XXX Remove these as soon as a better solution is available.
3259 */
3260 GLboolean GLSLSkipStrictMaxUniformLimitCheck;
3261
3262 /**
3263 * Force software support for primitive restart in the VBO module.
3264 */
3265 GLboolean PrimitiveRestartInSoftware;
3266
3267 /**
3268 * Always use the GetTransformFeedbackVertexCount() driver hook, rather
3269 * than passing the transform feedback object to the drawing function.
3270 */
3271 GLboolean AlwaysUseGetTransformFeedbackVertexCount;
3272
3273 /** GL_ARB_map_buffer_alignment */
3274 GLuint MinMapBufferAlignment;
3275
3276 /**
3277 * Disable varying packing. This is out of spec, but potentially useful
3278 * for older platforms that supports a limited number of texture
3279 * indirections--on these platforms, unpacking the varyings in the fragment
3280 * shader increases the number of texture indirections by 1, which might
3281 * make some shaders not executable at all.
3282 *
3283 * Drivers that support transform feedback must set this value to GL_FALSE.
3284 */
3285 GLboolean DisableVaryingPacking;
3286
3287 /*
3288 * Maximum value supported for an index in DrawElements and friends.
3289 *
3290 * This must be at least (1ull<<24)-1. The default value is
3291 * (1ull<<32)-1.
3292 *
3293 * \since ES 3.0 or GL_ARB_ES3_compatibility
3294 * \sa _mesa_init_constants
3295 */
3296 GLuint64 MaxElementIndex;
3297
3298 /**
3299 * Disable interpretation of line continuations (lines ending with a
3300 * backslash character ('\') in GLSL source.
3301 */
3302 GLboolean DisableGLSLLineContinuations;
3303
3304 /** GL_ARB_texture_multisample */
3305 GLint MaxColorTextureSamples;
3306 GLint MaxDepthTextureSamples;
3307 GLint MaxIntegerSamples;
3308
3309 /** GL_ARB_shader_atomic_counters */
3310 GLuint MaxAtomicBufferBindings;
3311 GLuint MaxAtomicBufferSize;
3312 GLuint MaxCombinedAtomicBuffers;
3313 GLuint MaxCombinedAtomicCounters;
3314
3315 /** GL_ARB_vertex_attrib_binding */
3316 GLint MaxVertexAttribRelativeOffset;
3317 GLint MaxVertexAttribBindings;
3318 };
3319
3320
3321 /**
3322 * Enable flag for each OpenGL extension. Different device drivers will
3323 * enable different extensions at runtime.
3324 */
3325 struct gl_extensions
3326 {
3327 GLboolean dummy; /* don't remove this! */
3328 GLboolean dummy_true; /* Set true by _mesa_init_extensions(). */
3329 GLboolean dummy_false; /* Set false by _mesa_init_extensions(). */
3330 GLboolean ANGLE_texture_compression_dxt;
3331 GLboolean ARB_ES2_compatibility;
3332 GLboolean ARB_ES3_compatibility;
3333 GLboolean ARB_base_instance;
3334 GLboolean ARB_blend_func_extended;
3335 GLboolean ARB_color_buffer_float;
3336 GLboolean ARB_conservative_depth;
3337 GLboolean ARB_depth_buffer_float;
3338 GLboolean ARB_depth_clamp;
3339 GLboolean ARB_depth_texture;
3340 GLboolean ARB_draw_buffers_blend;
3341 GLboolean ARB_draw_elements_base_vertex;
3342 GLboolean ARB_draw_indirect;
3343 GLboolean ARB_draw_instanced;
3344 GLboolean ARB_fragment_coord_conventions;
3345 GLboolean ARB_fragment_program;
3346 GLboolean ARB_fragment_program_shadow;
3347 GLboolean ARB_fragment_shader;
3348 GLboolean ARB_framebuffer_object;
3349 GLboolean ARB_explicit_attrib_location;
3350 GLboolean ARB_geometry_shader4;
3351 GLboolean ARB_gpu_shader5;
3352 GLboolean ARB_half_float_pixel;
3353 GLboolean ARB_half_float_vertex;
3354 GLboolean ARB_instanced_arrays;
3355 GLboolean ARB_internalformat_query;
3356 GLboolean ARB_map_buffer_alignment;
3357 GLboolean ARB_map_buffer_range;
3358 GLboolean ARB_occlusion_query;
3359 GLboolean ARB_occlusion_query2;
3360 GLboolean ARB_point_sprite;
3361 GLboolean ARB_sample_shading;
3362 GLboolean ARB_seamless_cube_map;
3363 GLboolean ARB_shader_atomic_counters;
3364 GLboolean ARB_shader_bit_encoding;
3365 GLboolean ARB_shader_stencil_export;
3366 GLboolean ARB_shader_texture_lod;
3367 GLboolean ARB_shading_language_packing;
3368 GLboolean ARB_shading_language_420pack;
3369 GLboolean ARB_shadow;
3370 GLboolean ARB_sync;
3371 GLboolean ARB_texture_border_clamp;
3372 GLboolean ARB_texture_buffer_object;
3373 GLboolean ARB_texture_buffer_object_rgb32;
3374 GLboolean ARB_texture_buffer_range;
3375 GLboolean ARB_texture_compression_rgtc;
3376 GLboolean ARB_texture_cube_map;
3377 GLboolean ARB_texture_cube_map_array;
3378 GLboolean ARB_texture_env_combine;
3379 GLboolean ARB_texture_env_crossbar;
3380 GLboolean ARB_texture_env_dot3;
3381 GLboolean ARB_texture_float;
3382 GLboolean ARB_texture_gather;
3383 GLboolean ARB_texture_mirror_clamp_to_edge;
3384 GLboolean ARB_texture_multisample;
3385 GLboolean ARB_texture_non_power_of_two;
3386 GLboolean ARB_texture_query_levels;
3387 GLboolean ARB_texture_query_lod;
3388 GLboolean ARB_texture_rg;
3389 GLboolean ARB_texture_rgb10_a2ui;
3390 GLboolean ARB_texture_view;
3391 GLboolean ARB_timer_query;
3392 GLboolean ARB_transform_feedback2;
3393 GLboolean ARB_transform_feedback3;
3394 GLboolean ARB_transform_feedback_instanced;
3395 GLboolean ARB_uniform_buffer_object;
3396 GLboolean ARB_vertex_program;
3397 GLboolean ARB_vertex_shader;
3398 GLboolean ARB_vertex_type_10f_11f_11f_rev;
3399 GLboolean ARB_vertex_type_2_10_10_10_rev;
3400 GLboolean EXT_blend_color;
3401 GLboolean EXT_blend_equation_separate;
3402 GLboolean EXT_blend_func_separate;
3403 GLboolean EXT_blend_minmax;
3404 GLboolean EXT_depth_bounds_test;
3405 GLboolean EXT_draw_buffers2;
3406 GLboolean EXT_framebuffer_blit;
3407 GLboolean EXT_framebuffer_multisample;
3408 GLboolean EXT_framebuffer_multisample_blit_scaled;
3409 GLboolean EXT_framebuffer_sRGB;
3410 GLboolean EXT_gpu_program_parameters;
3411 GLboolean EXT_gpu_shader4;
3412 GLboolean EXT_packed_float;
3413 GLboolean EXT_pixel_buffer_object;
3414 GLboolean EXT_point_parameters;
3415 GLboolean EXT_provoking_vertex;
3416 GLboolean EXT_separate_shader_objects;
3417 GLboolean EXT_shader_integer_mix;
3418 GLboolean EXT_stencil_two_side;
3419 GLboolean EXT_texture3D;
3420 GLboolean EXT_texture_array;
3421 GLboolean EXT_texture_compression_latc;
3422 GLboolean EXT_texture_compression_s3tc;
3423 GLboolean EXT_texture_env_dot3;
3424 GLboolean EXT_texture_filter_anisotropic;
3425 GLboolean EXT_texture_integer;
3426 GLboolean EXT_texture_mirror_clamp;
3427 GLboolean EXT_texture_shared_exponent;
3428 GLboolean EXT_texture_snorm;
3429 GLboolean EXT_texture_sRGB;
3430 GLboolean EXT_texture_sRGB_decode;
3431 GLboolean EXT_texture_swizzle;
3432 GLboolean EXT_transform_feedback;
3433 GLboolean EXT_timer_query;
3434 GLboolean EXT_vertex_array_bgra;
3435 GLboolean OES_standard_derivatives;
3436 /* vendor extensions */
3437 GLboolean AMD_performance_monitor;
3438 GLboolean AMD_seamless_cubemap_per_texture;
3439 GLboolean AMD_shader_trinary_minmax;
3440 GLboolean AMD_vertex_shader_layer;
3441 GLboolean APPLE_object_purgeable;
3442 GLboolean ATI_envmap_bumpmap;
3443 GLboolean ATI_texture_compression_3dc;
3444 GLboolean ATI_texture_mirror_once;
3445 GLboolean ATI_texture_env_combine3;
3446 GLboolean ATI_fragment_shader;
3447 GLboolean ATI_separate_stencil;
3448 GLboolean MESA_pack_invert;
3449 GLboolean MESA_ycbcr_texture;
3450 GLboolean NV_conditional_render;
3451 GLboolean NV_fog_distance;
3452 GLboolean NV_fragment_program_option;
3453 GLboolean NV_point_sprite;
3454 GLboolean NV_primitive_restart;
3455 GLboolean NV_texture_barrier;
3456 GLboolean NV_texture_env_combine4;
3457 GLboolean NV_texture_rectangle;
3458 GLboolean NV_vdpau_interop;
3459 GLboolean TDFX_texture_compression_FXT1;
3460 GLboolean OES_EGL_image;
3461 GLboolean OES_draw_texture;
3462 GLboolean OES_depth_texture_cube_map;
3463 GLboolean OES_EGL_image_external;
3464 GLboolean OES_compressed_ETC1_RGB8_texture;
3465 GLboolean extension_sentinel;
3466 /** The extension string */
3467 const GLubyte *String;
3468 /** Number of supported extensions */
3469 GLuint Count;
3470 };
3471
3472
3473 /**
3474 * A stack of matrices (projection, modelview, color, texture, etc).
3475 */
3476 struct gl_matrix_stack
3477 {
3478 GLmatrix *Top; /**< points into Stack */
3479 GLmatrix *Stack; /**< array [MaxDepth] of GLmatrix */
3480 GLuint Depth; /**< 0 <= Depth < MaxDepth */
3481 GLuint MaxDepth; /**< size of Stack[] array */
3482 GLuint DirtyFlag; /**< _NEW_MODELVIEW or _NEW_PROJECTION, for example */
3483 };
3484
3485
3486 /**
3487 * \name Bits for image transfer operations
3488 * \sa __struct gl_contextRec::ImageTransferState.
3489 */
3490 /*@{*/
3491 #define IMAGE_SCALE_BIAS_BIT 0x1
3492 #define IMAGE_SHIFT_OFFSET_BIT 0x2
3493 #define IMAGE_MAP_COLOR_BIT 0x4
3494 #define IMAGE_CLAMP_BIT 0x800
3495
3496
3497 /** Pixel Transfer ops */
3498 #define IMAGE_BITS (IMAGE_SCALE_BIAS_BIT | \
3499 IMAGE_SHIFT_OFFSET_BIT | \
3500 IMAGE_MAP_COLOR_BIT)
3501
3502 /**
3503 * \name Bits to indicate what state has changed.
3504 */
3505 /*@{*/
3506 #define _NEW_MODELVIEW (1 << 0) /**< gl_context::ModelView */
3507 #define _NEW_PROJECTION (1 << 1) /**< gl_context::Projection */
3508 #define _NEW_TEXTURE_MATRIX (1 << 2) /**< gl_context::TextureMatrix */
3509 #define _NEW_COLOR (1 << 3) /**< gl_context::Color */
3510 #define _NEW_DEPTH (1 << 4) /**< gl_context::Depth */
3511 #define _NEW_EVAL (1 << 5) /**< gl_context::Eval, EvalMap */
3512 #define _NEW_FOG (1 << 6) /**< gl_context::Fog */
3513 #define _NEW_HINT (1 << 7) /**< gl_context::Hint */
3514 #define _NEW_LIGHT (1 << 8) /**< gl_context::Light */
3515 #define _NEW_LINE (1 << 9) /**< gl_context::Line */
3516 #define _NEW_PIXEL (1 << 10) /**< gl_context::Pixel */
3517 #define _NEW_POINT (1 << 11) /**< gl_context::Point */
3518 #define _NEW_POLYGON (1 << 12) /**< gl_context::Polygon */
3519 #define _NEW_POLYGONSTIPPLE (1 << 13) /**< gl_context::PolygonStipple */
3520 #define _NEW_SCISSOR (1 << 14) /**< gl_context::Scissor */
3521 #define _NEW_STENCIL (1 << 15) /**< gl_context::Stencil */
3522 #define _NEW_TEXTURE (1 << 16) /**< gl_context::Texture */
3523 #define _NEW_TRANSFORM (1 << 17) /**< gl_context::Transform */
3524 #define _NEW_VIEWPORT (1 << 18) /**< gl_context::Viewport */
3525 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3526 #define _NEW_ARRAY (1 << 20) /**< gl_context::Array */
3527 #define _NEW_RENDERMODE (1 << 21) /**< gl_context::RenderMode, etc */
3528 #define _NEW_BUFFERS (1 << 22) /**< gl_context::Visual, DrawBuffer, */
3529 #define _NEW_CURRENT_ATTRIB (1 << 23) /**< gl_context::Current */
3530 #define _NEW_MULTISAMPLE (1 << 24) /**< gl_context::Multisample */
3531 #define _NEW_TRACK_MATRIX (1 << 25) /**< gl_context::VertexProgram */
3532 #define _NEW_PROGRAM (1 << 26) /**< New program/shader state */
3533 #define _NEW_PROGRAM_CONSTANTS (1 << 27)
3534 #define _NEW_BUFFER_OBJECT (1 << 28)
3535 #define _NEW_FRAG_CLAMP (1 << 29)
3536 /* gap, re-use for core Mesa state only; use ctx->DriverFlags otherwise */
3537 #define _NEW_VARYING_VP_INPUTS (1 << 31) /**< gl_context::varying_vp_inputs */
3538 #define _NEW_ALL ~0
3539 /*@}*/
3540
3541
3542 /**
3543 * Composite state flags
3544 */
3545 /*@{*/
3546 #define _MESA_NEW_NEED_EYE_COORDS (_NEW_LIGHT | \
3547 _NEW_TEXTURE | \
3548 _NEW_POINT | \
3549 _NEW_PROGRAM | \
3550 _NEW_MODELVIEW)
3551
3552 #define _MESA_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | \
3553 _NEW_FOG | \
3554 _NEW_PROGRAM)
3555
3556
3557 /*@}*/
3558
3559
3560
3561
3562 /* This has to be included here. */
3563 #include "dd.h"
3564
3565
3566 /**
3567 * Display list flags.
3568 * Strictly this is a tnl-private concept, but it doesn't seem
3569 * worthwhile adding a tnl private structure just to hold this one bit
3570 * of information:
3571 */
3572 #define DLIST_DANGLING_REFS 0x1
3573
3574
3575 /** Opaque declaration of display list payload data type */
3576 union gl_dlist_node;
3577
3578
3579 /**
3580 * Provide a location where information about a display list can be
3581 * collected. Could be extended with driverPrivate structures,
3582 * etc. in the future.
3583 */
3584 struct gl_display_list
3585 {
3586 GLuint Name;
3587 GLchar *Label; /**< GL_KHR_debug */
3588 GLbitfield Flags; /**< DLIST_x flags */
3589 /** The dlist commands are in a linked list of nodes */
3590 union gl_dlist_node *Head;
3591 };
3592
3593
3594 /**
3595 * State used during display list compilation and execution.
3596 */
3597 struct gl_dlist_state
3598 {
3599 GLuint CallDepth; /**< Current recursion calling depth */
3600
3601 struct gl_display_list *CurrentList; /**< List currently being compiled */
3602 union gl_dlist_node *CurrentBlock; /**< Pointer to current block of nodes */
3603 GLuint CurrentPos; /**< Index into current block of nodes */
3604
3605 GLvertexformat ListVtxfmt;
3606
3607 GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
3608 GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
3609
3610 GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
3611 GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
3612
3613 struct {
3614 /* State known to have been set by the currently-compiling display
3615 * list. Used to eliminate some redundant state changes.
3616 */
3617 GLenum ShadeModel;
3618 } Current;
3619 };
3620
3621 /** @{
3622 *
3623 * These are a mapping of the GL_ARB_debug_output/GL_KHR_debug enums
3624 * to small enums suitable for use as an array index.
3625 */
3626
3627 enum mesa_debug_source {
3628 MESA_DEBUG_SOURCE_API,
3629 MESA_DEBUG_SOURCE_WINDOW_SYSTEM,
3630 MESA_DEBUG_SOURCE_SHADER_COMPILER,
3631 MESA_DEBUG_SOURCE_THIRD_PARTY,
3632 MESA_DEBUG_SOURCE_APPLICATION,
3633 MESA_DEBUG_SOURCE_OTHER,
3634 MESA_DEBUG_SOURCE_COUNT
3635 };
3636
3637 enum mesa_debug_type {
3638 MESA_DEBUG_TYPE_ERROR,
3639 MESA_DEBUG_TYPE_DEPRECATED,
3640 MESA_DEBUG_TYPE_UNDEFINED,
3641 MESA_DEBUG_TYPE_PORTABILITY,
3642 MESA_DEBUG_TYPE_PERFORMANCE,
3643 MESA_DEBUG_TYPE_OTHER,
3644 MESA_DEBUG_TYPE_MARKER,
3645 MESA_DEBUG_TYPE_PUSH_GROUP,
3646 MESA_DEBUG_TYPE_POP_GROUP,
3647 MESA_DEBUG_TYPE_COUNT
3648 };
3649
3650 enum mesa_debug_severity {
3651 MESA_DEBUG_SEVERITY_LOW,
3652 MESA_DEBUG_SEVERITY_MEDIUM,
3653 MESA_DEBUG_SEVERITY_HIGH,
3654 MESA_DEBUG_SEVERITY_NOTIFICATION,
3655 MESA_DEBUG_SEVERITY_COUNT
3656 };
3657
3658 /** @} */
3659
3660 /**
3661 * An error, warning, or other piece of debug information for an application
3662 * to consume via GL_ARB_debug_output/GL_KHR_debug.
3663 */
3664 struct gl_debug_msg
3665 {
3666 enum mesa_debug_source source;
3667 enum mesa_debug_type type;
3668 GLuint id;
3669 enum mesa_debug_severity severity;
3670 GLsizei length;
3671 GLcharARB *message;
3672 };
3673
3674 struct gl_debug_namespace
3675 {
3676 struct _mesa_HashTable *IDs;
3677 unsigned ZeroID; /* a HashTable won't take zero, so store its state here */
3678 /** lists of IDs in the hash table at each severity */
3679 struct simple_node Severity[MESA_DEBUG_SEVERITY_COUNT];
3680 };
3681
3682 struct gl_debug_state
3683 {
3684 GLDEBUGPROC Callback;
3685 const void *CallbackData;
3686 GLboolean SyncOutput;
3687 GLboolean DebugOutput;
3688 GLboolean ARBCallback; /* Used to track if current callback is of type ARB_debug_output or KHR_debug */
3689 GLboolean Defaults[MAX_DEBUG_GROUP_STACK_DEPTH][MESA_DEBUG_SEVERITY_COUNT][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3690 struct gl_debug_namespace Namespaces[MAX_DEBUG_GROUP_STACK_DEPTH][MESA_DEBUG_SOURCE_COUNT][MESA_DEBUG_TYPE_COUNT];
3691 struct gl_debug_msg Log[MAX_DEBUG_LOGGED_MESSAGES];
3692 struct gl_debug_msg DebugGroupMsgs[MAX_DEBUG_GROUP_STACK_DEPTH];
3693 GLint GroupStackDepth;
3694 GLint NumMessages;
3695 GLint NextMsg;
3696 GLint NextMsgLength; /* redundant, but copied here from Log[NextMsg].length
3697 for the sake of the offsetof() code in get.c */
3698 };
3699
3700 /**
3701 * Enum for the OpenGL APIs we know about and may support.
3702 *
3703 * NOTE: This must match the api_enum table in
3704 * src/mesa/main/get_hash_generator.py
3705 */
3706 typedef enum
3707 {
3708 API_OPENGL_COMPAT, /* legacy / compatibility contexts */
3709 API_OPENGLES,
3710 API_OPENGLES2,
3711 API_OPENGL_CORE,
3712 API_OPENGL_LAST = API_OPENGL_CORE
3713 } gl_api;
3714
3715 /**
3716 * Driver-specific state flags.
3717 *
3718 * These are or'd with gl_context::NewDriverState to notify a driver about
3719 * a state change. The driver sets the flags at context creation and
3720 * the meaning of the bits set is opaque to core Mesa.
3721 */
3722 struct gl_driver_flags
3723 {
3724 /** gl_context::Array::_DrawArrays (vertex array state) */
3725 GLbitfield NewArray;
3726
3727 /** gl_context::TransformFeedback::CurrentObject */
3728 GLbitfield NewTransformFeedback;
3729
3730 /** gl_context::RasterDiscard */
3731 GLbitfield NewRasterizerDiscard;
3732
3733 /**
3734 * gl_context::UniformBufferBindings
3735 * gl_shader_program::UniformBlocks
3736 */
3737 GLbitfield NewUniformBuffer;
3738
3739 /**
3740 * gl_context::AtomicBufferBindings
3741 */
3742 GLbitfield NewAtomicBuffer;
3743 };
3744
3745 struct gl_uniform_buffer_binding
3746 {
3747 struct gl_buffer_object *BufferObject;
3748 /** Start of uniform block data in the buffer */
3749 GLintptr Offset;
3750 /** Size of data allowed to be referenced from the buffer (in bytes) */
3751 GLsizeiptr Size;
3752 /**
3753 * glBindBufferBase() indicates that the Size should be ignored and only
3754 * limited by the current size of the BufferObject.
3755 */
3756 GLboolean AutomaticSize;
3757 };
3758
3759 /**
3760 * Binding point for an atomic counter buffer object.
3761 */
3762 struct gl_atomic_buffer_binding
3763 {
3764 struct gl_buffer_object *BufferObject;
3765 GLintptr Offset;
3766 GLsizeiptr Size;
3767 };
3768
3769 /**
3770 * Mesa rendering context.
3771 *
3772 * This is the central context data structure for Mesa. Almost all
3773 * OpenGL state is contained in this structure.
3774 * Think of this as a base class from which device drivers will derive
3775 * sub classes.
3776 */
3777 struct gl_context
3778 {
3779 /** State possibly shared with other contexts in the address space */
3780 struct gl_shared_state *Shared;
3781
3782 /** \name API function pointer tables */
3783 /*@{*/
3784 gl_api API;
3785 /**
3786 * The current dispatch table for non-displaylist-saving execution, either
3787 * BeginEnd or OutsideBeginEnd
3788 */
3789 struct _glapi_table *Exec;
3790 /**
3791 * The normal dispatch table for non-displaylist-saving, non-begin/end
3792 */
3793 struct _glapi_table *OutsideBeginEnd;
3794 /** The dispatch table used between glNewList() and glEndList() */
3795 struct _glapi_table *Save;
3796 /**
3797 * The dispatch table used between glBegin() and glEnd() (outside of a
3798 * display list). Only valid functions between those two are set, which is
3799 * mostly just the set in a GLvertexformat struct.
3800 */
3801 struct _glapi_table *BeginEnd;
3802 /**
3803 * Tracks the current dispatch table out of the 3 above, so that it can be
3804 * re-set on glXMakeCurrent().
3805 */
3806 struct _glapi_table *CurrentDispatch;
3807 /*@}*/
3808
3809 struct gl_config Visual;
3810 struct gl_framebuffer *DrawBuffer; /**< buffer for writing */
3811 struct gl_framebuffer *ReadBuffer; /**< buffer for reading */
3812 struct gl_framebuffer *WinSysDrawBuffer; /**< set with MakeCurrent */
3813 struct gl_framebuffer *WinSysReadBuffer; /**< set with MakeCurrent */
3814
3815 /**
3816 * Device driver function pointer table
3817 */
3818 struct dd_function_table Driver;
3819
3820 /** Core/Driver constants */
3821 struct gl_constants Const;
3822
3823 /** \name The various 4x4 matrix stacks */
3824 /*@{*/
3825 struct gl_matrix_stack ModelviewMatrixStack;
3826 struct gl_matrix_stack ProjectionMatrixStack;
3827 struct gl_matrix_stack TextureMatrixStack[MAX_TEXTURE_UNITS];
3828 struct gl_matrix_stack ProgramMatrixStack[MAX_PROGRAM_MATRICES];
3829 struct gl_matrix_stack *CurrentStack; /**< Points to one of the above stacks */
3830 /*@}*/
3831
3832 /** Combined modelview and projection matrix */
3833 GLmatrix _ModelProjectMatrix;
3834
3835 /** \name Display lists */
3836 struct gl_dlist_state ListState;
3837
3838 GLboolean ExecuteFlag; /**< Execute GL commands? */
3839 GLboolean CompileFlag; /**< Compile GL commands into display list? */
3840
3841 /** Extension information */
3842 struct gl_extensions Extensions;
3843
3844 /** GL version integer, for example 31 for GL 3.1, or 20 for GLES 2.0. */
3845 GLuint Version;
3846 char *VersionString;
3847
3848 /** \name State attribute stack (for glPush/PopAttrib) */
3849 /*@{*/
3850 GLuint AttribStackDepth;
3851 struct gl_attrib_node *AttribStack[MAX_ATTRIB_STACK_DEPTH];
3852 /*@}*/
3853
3854 /** \name Renderer attribute groups
3855 *
3856 * We define a struct for each attribute group to make pushing and popping
3857 * attributes easy. Also it's a good organization.
3858 */
3859 /*@{*/
3860 struct gl_accum_attrib Accum; /**< Accum buffer attributes */
3861 struct gl_colorbuffer_attrib Color; /**< Color buffer attributes */
3862 struct gl_current_attrib Current; /**< Current attributes */
3863 struct gl_depthbuffer_attrib Depth; /**< Depth buffer attributes */
3864 struct gl_eval_attrib Eval; /**< Eval attributes */
3865 struct gl_fog_attrib Fog; /**< Fog attributes */
3866 struct gl_hint_attrib Hint; /**< Hint attributes */
3867 struct gl_light_attrib Light; /**< Light attributes */
3868 struct gl_line_attrib Line; /**< Line attributes */
3869 struct gl_list_attrib List; /**< List attributes */
3870 struct gl_multisample_attrib Multisample;
3871 struct gl_pixel_attrib Pixel; /**< Pixel attributes */
3872 struct gl_point_attrib Point; /**< Point attributes */
3873 struct gl_polygon_attrib Polygon; /**< Polygon attributes */
3874 GLuint PolygonStipple[32]; /**< Polygon stipple */
3875 struct gl_scissor_attrib Scissor; /**< Scissor attributes */
3876 struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
3877 struct gl_texture_attrib Texture; /**< Texture attributes */
3878 struct gl_transform_attrib Transform; /**< Transformation attributes */
3879 struct gl_viewport_attrib Viewport; /**< Viewport attributes */
3880 /*@}*/
3881
3882 /** \name Client attribute stack */
3883 /*@{*/
3884 GLuint ClientAttribStackDepth;
3885 struct gl_attrib_node *ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
3886 /*@}*/
3887
3888 /** \name Client attribute groups */
3889 /*@{*/
3890 struct gl_array_attrib Array; /**< Vertex arrays */
3891 struct gl_pixelstore_attrib Pack; /**< Pixel packing */
3892 struct gl_pixelstore_attrib Unpack; /**< Pixel unpacking */
3893 struct gl_pixelstore_attrib DefaultPacking; /**< Default params */
3894 /*@}*/
3895
3896 /** \name Other assorted state (not pushed/popped on attribute stack) */
3897 /*@{*/
3898 struct gl_pixelmaps PixelMaps;
3899
3900 struct gl_evaluators EvalMap; /**< All evaluators */
3901 struct gl_feedback Feedback; /**< Feedback */
3902 struct gl_selection Select; /**< Selection */
3903
3904 struct gl_program_state Program; /**< general program state */
3905 struct gl_vertex_program_state VertexProgram;
3906 struct gl_fragment_program_state FragmentProgram;
3907 struct gl_geometry_program_state GeometryProgram;
3908 struct gl_ati_fragment_shader_state ATIFragmentShader;
3909
3910 struct gl_shader_state Shader; /**< GLSL shader object state */
3911 struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
3912
3913 struct gl_query_state Query; /**< occlusion, timer queries */
3914
3915 struct gl_transform_feedback_state TransformFeedback;
3916
3917 struct gl_perf_monitor_state PerfMonitor;
3918
3919 struct gl_buffer_object *DrawIndirectBuffer; /** < GL_ARB_draw_indirect */
3920
3921 struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
3922 struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
3923
3924 /**
3925 * Current GL_ARB_uniform_buffer_object binding referenced by
3926 * GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.
3927 */
3928 struct gl_buffer_object *UniformBuffer;
3929
3930 /**
3931 * Array of uniform buffers for GL_ARB_uniform_buffer_object and GL 3.1.
3932 * This is set up using glBindBufferRange() or glBindBufferBase(). They are
3933 * associated with uniform blocks by glUniformBlockBinding()'s state in the
3934 * shader program.
3935 */
3936 struct gl_uniform_buffer_binding
3937 UniformBufferBindings[MAX_COMBINED_UNIFORM_BUFFERS];
3938
3939 /**
3940 * Object currently associated with the GL_ATOMIC_COUNTER_BUFFER
3941 * target.
3942 */
3943 struct gl_buffer_object *AtomicBuffer;
3944
3945 /**
3946 * Array of atomic counter buffer binding points.
3947 */
3948 struct gl_atomic_buffer_binding
3949 AtomicBufferBindings[MAX_COMBINED_ATOMIC_BUFFERS];
3950
3951 /*@}*/
3952
3953 struct gl_meta_state *Meta; /**< for "meta" operations */
3954
3955 /* GL_EXT_framebuffer_object */
3956 struct gl_renderbuffer *CurrentRenderbuffer;
3957
3958 GLenum ErrorValue; /**< Last error code */
3959
3960 /**
3961 * Recognize and silence repeated error debug messages in buggy apps.
3962 */
3963 const char *ErrorDebugFmtString;
3964 GLuint ErrorDebugCount;
3965
3966 /* GL_ARB_debug_output/GL_KHR_debug */
3967 struct gl_debug_state Debug;
3968
3969 GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
3970 GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
3971 GLbitfield NewDriverState;/**< bitwise-or of flags from DriverFlags */
3972
3973 struct gl_driver_flags DriverFlags;
3974
3975 GLboolean ViewportInitialized; /**< has viewport size been initialized? */
3976
3977 GLbitfield64 varying_vp_inputs; /**< mask of VERT_BIT_* flags */
3978
3979 /** \name Derived state */
3980 GLbitfield _ImageTransferState;/**< bitwise-or of IMAGE_*_BIT flags */
3981 GLfloat _EyeZDir[3];
3982 GLfloat _ModelViewInvScale;
3983 GLboolean _NeedEyeCoords;
3984 GLboolean _ForceEyeCoords;
3985
3986 GLuint TextureStateTimestamp; /**< detect changes to shared state */
3987
3988 struct gl_list_extensions *ListExt; /**< driver dlist extensions */
3989
3990 /** \name For debugging/development only */
3991 /*@{*/
3992 GLboolean FirstTimeCurrent;
3993 /*@}*/
3994
3995 /** software compression/decompression supported or not */
3996 GLboolean Mesa_DXTn;
3997
3998 GLboolean TextureFormatSupported[MESA_FORMAT_COUNT];
3999
4000 GLboolean RasterDiscard; /**< GL_RASTERIZER_DISCARD */
4001
4002 /**
4003 * \name Hooks for module contexts.
4004 *
4005 * These will eventually live in the driver or elsewhere.
4006 */
4007 /*@{*/
4008 void *swrast_context;
4009 void *swsetup_context;
4010 void *swtnl_context;
4011 struct vbo_context *vbo_context;
4012 struct st_context *st;
4013 void *aelt_context;
4014 /*@}*/
4015
4016 /**
4017 * \name NV_vdpau_interop
4018 */
4019 /*@{*/
4020 const void *vdpDevice;
4021 const void *vdpGetProcAddress;
4022 struct set *vdpSurfaces;
4023 /*@}*/
4024
4025 /**
4026 * Has this context observed a GPU reset in any context in the share group?
4027 *
4028 * Once this field becomes true, it is never reset to false.
4029 */
4030 GLboolean ShareGroupReset;
4031 };
4032
4033
4034 #ifdef DEBUG
4035 extern int MESA_VERBOSE;
4036 extern int MESA_DEBUG_FLAGS;
4037 # define MESA_FUNCTION __FUNCTION__
4038 #else
4039 # define MESA_VERBOSE 0
4040 # define MESA_DEBUG_FLAGS 0
4041 # define MESA_FUNCTION "a function"
4042 # ifndef NDEBUG
4043 # define NDEBUG
4044 # endif
4045 #endif
4046
4047
4048 /** The MESA_VERBOSE var is a bitmask of these flags */
4049 enum _verbose
4050 {
4051 VERBOSE_VARRAY = 0x0001,
4052 VERBOSE_TEXTURE = 0x0002,
4053 VERBOSE_MATERIAL = 0x0004,
4054 VERBOSE_PIPELINE = 0x0008,
4055 VERBOSE_DRIVER = 0x0010,
4056 VERBOSE_STATE = 0x0020,
4057 VERBOSE_API = 0x0040,
4058 VERBOSE_DISPLAY_LIST = 0x0100,
4059 VERBOSE_LIGHTING = 0x0200,
4060 VERBOSE_PRIMS = 0x0400,
4061 VERBOSE_VERTS = 0x0800,
4062 VERBOSE_DISASSEM = 0x1000,
4063 VERBOSE_DRAW = 0x2000,
4064 VERBOSE_SWAPBUFFERS = 0x4000
4065 };
4066
4067
4068 /** The MESA_DEBUG_FLAGS var is a bitmask of these flags */
4069 enum _debug
4070 {
4071 DEBUG_SILENT = (1 << 0),
4072 DEBUG_ALWAYS_FLUSH = (1 << 1),
4073 DEBUG_INCOMPLETE_TEXTURE = (1 << 2),
4074 DEBUG_INCOMPLETE_FBO = (1 << 3)
4075 };
4076
4077
4078
4079 #ifdef __cplusplus
4080 }
4081 #endif
4082
4083 #endif /* MTYPES_H */